{"ts": "2026-07-26T01:10:10.616456+00:00", "type": "system_prompt", "text": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}
{"ts": "2026-07-26T01:10:10.616456+00:00", "type": "user", "text": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}
{"ts": "2026-07-26T01:10:14.598913+00:00", "type": "llm_call", "call_index": 1, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:10:10.616456+00:00", "finished_at": "2026-07-26T01:10:14.598913+00:00", "duration_s": 3.969000000000051, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:10:10.616456+00:00", "finished_at": "2026-07-26T01:10:14.597912+00:00", "duration_s": 3.969000000000051, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "19749", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":[{\"type\":\"text\",\"text\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        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{"ts": "2026-07-26T01:10:15.356491+00:00", "type": "tool_result", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "name": "get_objects_summary", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:10:15.356491+00:00", "type": "tool_call", "id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "name": "get_blendfile_summary_datablocks", "arguments": {}, "raw_arguments": "{}"}
{"ts": "2026-07-26T01:10:15.396434+00:00", "type": "tool_result", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "name": "get_blendfile_summary_datablocks", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:11:04.090787+00:00", "type": "llm_call", "call_index": 2, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:10:15.396434+00:00", "finished_at": "2026-07-26T01:11:04.089788+00:00", "duration_s": 48.6880000000001, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:10:15.396434+00:00", "finished_at": "2026-07-26T01:11:04.088784+00:00", "duration_s": 48.6880000000001, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "21710", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    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File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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For vegetation, I'm\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" placing conifer trees with stacked cone shapes and deciduous trees with sphere clusters scattered around the scene\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" placing conifer trees with stacked cone shapes and deciduous trees with sphere clusters scattered around the scene\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\", plus icosphere rocks along the shoreline and\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\", plus icosphere rocks along the shoreline and\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" grass coverage.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" grass coverage.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nFor\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nFor\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" materials, I'm using noise-textured brown wood for the logs,\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" materials, I'm using noise-textured brown wood for the logs,\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" darker wood for roof planks, and gray stone with bump mapping\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" darker wood for roof planks, and gray stone with bump mapping\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\". 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For rendering, I'm switching to Cycles with 64 samples and denoising enabled\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"th. For rendering, I'm switching to Cycles with 64 samples and denoising enabled\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\", then I'll start building this out.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\", then I'll start building this out.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"py.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_deno\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"' if 'Filmic' in [i.name for i in scene.view_settings.bl_r\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"na.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','R\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.obj\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.eng\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028214-MP2HojGIlFczwm9FiZ1Q\",\"object\":\"chat.completion.chunk\",\"created\":1785028214,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":8295,\"completion_tokens\":2828,\"total_tokens\":11123,\"cost\":0.07876075,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":7614,\"cache_write_tokens\":679,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.07876075,\"upstream_inference_prompt_cost\":0.00806075,\"upstream_inference_completions_cost\":0.0707},\"completion_tokens_details\":{\"reasoning_tokens\":476,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "d0bbb11cac748ad3ea0e499263492bbba5d4eb0da5cbaed5b16f2bc7bfb47c6a"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\n\n# clean\nfor ob in list(bpy.data.objects):\n    bpy.data.objects.remove(ob, do_unlink=True)\nfor c in list(bpy.data.collections):\n    bpy.data.collections.remove(c)\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\n\ndef newcol(name):\n    c = bpy.data.collections.new(name)\n    scene.collection.children.link(c)\n    return c\n\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\n\ndef link(ob, col):\n    for c in ob.users_collection:\n        c.objects.unlink(ob)\n    COLS[col].objects.link(ob)\n\nresult = {\"ok\": True, \"engine\": scene.render.engine, \"vt\": scene.view_settings.view_transform}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}", "parse_error": null}], "tokens_in": 8295, "tokens_out": 2828, "cost_usd": 0.07876075, "cached_tokens": 7614, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:11:04.092290+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\n\n# clean\nfor ob in list(bpy.data.objects):\n    bpy.data.objects.remove(ob, do_unlink=True)\nfor c in list(bpy.data.collections):\n    bpy.data.collections.remove(c)\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\n\ndef newcol(name):\n    c = bpy.data.collections.new(name)\n    scene.collection.children.link(c)\n    return c\n\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\n\ndef link(ob, col):\n    for c in ob.users_collection:\n        c.objects.unlink(ob)\n    COLS[col].objects.link(ob)\n\nresult = {\"ok\": True, \"engine\": scene.render.engine, \"vt\": scene.view_settings.view_transform}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:11:04.092290+00:00", "type": "tool_call", "id": "toolu_01R6MKtPACULH4XNAK2mXjna", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\n\n# clean\nfor ob in list(bpy.data.objects):\n    bpy.data.objects.remove(ob, do_unlink=True)\nfor c in list(bpy.data.collections):\n    bpy.data.collections.remove(c)\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\n\ndef newcol(name):\n    c = bpy.data.collections.new(name)\n    scene.collection.children.link(c)\n    return c\n\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\n\ndef link(ob, col):\n    for c in ob.users_collection:\n        c.objects.unlink(ob)\n    COLS[col].objects.link(ob)\n\nresult = {\"ok\": True, \"engine\": scene.render.engine, \"vt\": scene.view_settings.view_transform}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}
{"ts": "2026-07-26T01:11:04.941014+00:00", "type": "tool_result", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:12:11.688681+00:00", "type": "llm_call", "call_index": 3, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:11:04.941014+00:00", "finished_at": "2026-07-26T01:12:11.688681+00:00", "duration_s": 66.75, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:11:04.941014+00:00", "finished_at": "2026-07-26T01:12:11.687682+00:00", "duration_s": 66.75, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "23173", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a 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nt.links.new(bsdf.outputs[0], out.in\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"puts[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.in\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"puts[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\", nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('Sh\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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{\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['F\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('Sh\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"aderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"= mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"odes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- St\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"one\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('Sha\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"derNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.input\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"s['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ram\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"p.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ram\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"p.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nb\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"mp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"mp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Ro\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"of')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping');\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nn\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"t4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'],\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('Shader\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"NodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateX\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"YZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmix\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"g = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nn\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"t5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Norm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"al'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"p6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.in\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"puts['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nb\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"mp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nr\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"r = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"odes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nn\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"t9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Str\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Norm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"al'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"= bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"odes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"odes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028263-L5Aeao1YB871lVVUL4pw\",\"object\":\"chat.completion.chunk\",\"created\":1785028263,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":8855,\"completion_tokens\":6903,\"total_tokens\":15758,\"cost\":0.1802315,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":8293,\"cache_write_tokens\":560,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.1802315,\"upstream_inference_prompt_cost\":0.0076565,\"upstream_inference_completions_cost\":0.172575},\"completion_tokens_details\":{\"reasoning_tokens\":102,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "a3dfab1aefa39c5eb0b70cb4da7fc8f1cd6f8eb879890acae3da5d7e238922c3"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nfrom mathutils import Vector\n\ndef mat(name):\n    m = bpy.data.materials.new(name)\n    m.use_nodes = True\n    nt = m.node_tree\n    for n in list(nt.nodes):\n        nt.nodes.remove(n)\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\n    return m, nt, bsdf\n\ndef S(bsdf, key, val):\n    if key in bsdf.inputs:\n        bsdf.inputs[key].default_value = val\n\nMATS = {}\n\n# ---- Wood (planks) for cabin walls\nm, nt, b = mat('Wood_Wall')\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\nwave.inputs['Scale'].default_value = 1.0\nwave.inputs['Distortion'].default_value = 1.2\nwave.inputs['Detail'].default_value = 3.0\nwave.inputs['Detail Scale'].default_value = 1.5\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\nramp.color_ramp.elements[0].position = 0.05\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\nramp.color_ramp.elements[1].position = 0.95\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\nS(b,'Roughness',0.75)\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\nbump.inputs['Strength'].default_value=0.5\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\nMATS['wood']=m\n\n# ---- Dark wood (beams/dock)\nm2, nt2, b2 = mat('Wood_Dark')\ntc = nt2.nodes.new('ShaderNodeTexCoord')\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\nS(b2,'Roughness',0.85)\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\nMATS['darkwood']=m2\n\n# ---- Stone\nm3, nt3, b3 = mat('Stone')\ntc = nt3.nodes.new('ShaderNodeTexCoord')\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\nr3.color_ramp.elements[0].position=0.1\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\nr3.color_ramp.elements[1].position=0.85\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\nS(b3,'Roughness',0.9)\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\nbmp3.inputs['Distance'].default_value=0.08\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\nMATS['stone']=m3\n\n# ---- Roof shingles\nm4, nt4, b4 = mat('Roof')\ntc = nt4.nodes.new('ShaderNodeTexCoord')\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\nbr.inputs['Scale'].default_value=6.0\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\nbr.inputs['Mortar Size'].default_value=0.02\nbr.mortar_smooth = 0.1\nbr.squash = 1.0\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\nS(b4,'Roughness',0.8)\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\nMATS['roof']=m4\n\n# ---- Ground / grass-dirt\nm5, nt5, b5 = mat('Ground')\ntc = nt5.nodes.new('ShaderNodeTexCoord')\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\ngr.color_ramp.elements[0].position=0.35\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\ngr.color_ramp.elements[1].position=0.68\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\n# dirt near water based on Z\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\nmr.inputs['From Min'].default_value=-0.1\nmr.inputs['From Max'].default_value=0.9\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\nS(b5,'Roughness',0.95)\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\nMATS['ground']=m5\n\n# ---- Water\nm6, nt6, b6 = mat('Water')\nS(b6,'Base Color',(0.035,0.075,0.075,1))\nS(b6,'Roughness',0.06)\nS(b6,'Metallic',0.0)\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\nS(b6,'IOR',1.333)\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\nwn.inputs['Roughness'].default_value=0.6\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\nbmp6.inputs['Strength'].default_value=0.12\nbmp6.inputs['Distance'].default_value=0.03\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\nMATS['water']=m6\n\n# ---- Foliage\nm7, nt7, b7 = mat('Foliage')\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\nr7.color_ramp.elements[0].position=0.35\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\nr7.color_ramp.elements[1].position=0.7\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\nS(b7,'Roughness',0.85)\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\nMATS['foliage']=m7\n\n# ---- Autumn foliage\nm8 = m7.copy(); m8.name='Foliage_Warm'\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\nMATS['foliage_warm']=m8\n\n# ---- Bark\nm9, nt9, b9 = mat('Bark')\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\nS(b9,'Roughness',0.92)\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\nMATS['bark']=m9\n\n# ---- Glass window (warm emissive interior)\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\nnt10 = m10.node_tree\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\nem.inputs['Strength'].default_value=7.0\nnt10.links.new(em.outputs[0], o.inputs[0])\nMATS['glow']=m10\n\n# ---- Metal dark\nm11, nt11, b11 = mat('Metal')\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\nMATS['metal']=m11\n\n# ---- Reeds\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\nbb = m12.node_tree.nodes['Principled BSDF']\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\nbb.inputs['Roughness'].default_value=0.85\nMATS['reed']=m12\n\nbpy.types.Scene.mats_ready = True\nresult = {\"mats\": list(MATS.keys())}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}", "parse_error": null}], "tokens_in": 8855, "tokens_out": 6903, "cost_usd": 0.1802315, "cached_tokens": 8293, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:12:11.691610+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nfrom mathutils import Vector\n\ndef mat(name):\n    m = bpy.data.materials.new(name)\n    m.use_nodes = True\n    nt = m.node_tree\n    for n in list(nt.nodes):\n        nt.nodes.remove(n)\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\n    return m, nt, bsdf\n\ndef S(bsdf, key, val):\n    if key in bsdf.inputs:\n        bsdf.inputs[key].default_value = val\n\nMATS = {}\n\n# ---- Wood (planks) for cabin walls\nm, nt, b = mat('Wood_Wall')\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\nwave.inputs['Scale'].default_value = 1.0\nwave.inputs['Distortion'].default_value = 1.2\nwave.inputs['Detail'].default_value = 3.0\nwave.inputs['Detail Scale'].default_value = 1.5\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\nramp.color_ramp.elements[0].position = 0.05\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\nramp.color_ramp.elements[1].position = 0.95\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\nS(b,'Roughness',0.75)\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\nbump.inputs['Strength'].default_value=0.5\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\nMATS['wood']=m\n\n# ---- Dark wood (beams/dock)\nm2, nt2, b2 = mat('Wood_Dark')\ntc = nt2.nodes.new('ShaderNodeTexCoord')\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\nS(b2,'Roughness',0.85)\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\nMATS['darkwood']=m2\n\n# ---- Stone\nm3, nt3, b3 = mat('Stone')\ntc = nt3.nodes.new('ShaderNodeTexCoord')\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\nr3.color_ramp.elements[0].position=0.1\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\nr3.color_ramp.elements[1].position=0.85\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\nS(b3,'Roughness',0.9)\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\nbmp3.inputs['Distance'].default_value=0.08\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\nMATS['stone']=m3\n\n# ---- Roof shingles\nm4, nt4, b4 = mat('Roof')\ntc = nt4.nodes.new('ShaderNodeTexCoord')\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\nbr.inputs['Scale'].default_value=6.0\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\nbr.inputs['Mortar Size'].default_value=0.02\nbr.mortar_smooth = 0.1\nbr.squash = 1.0\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\nS(b4,'Roughness',0.8)\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\nMATS['roof']=m4\n\n# ---- Ground / grass-dirt\nm5, nt5, b5 = mat('Ground')\ntc = nt5.nodes.new('ShaderNodeTexCoord')\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\ngr.color_ramp.elements[0].position=0.35\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\ngr.color_ramp.elements[1].position=0.68\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\n# dirt near water based on Z\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\nmr.inputs['From Min'].default_value=-0.1\nmr.inputs['From Max'].default_value=0.9\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\nS(b5,'Roughness',0.95)\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\nMATS['ground']=m5\n\n# ---- Water\nm6, nt6, b6 = mat('Water')\nS(b6,'Base Color',(0.035,0.075,0.075,1))\nS(b6,'Roughness',0.06)\nS(b6,'Metallic',0.0)\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\nS(b6,'IOR',1.333)\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\nwn.inputs['Roughness'].default_value=0.6\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\nbmp6.inputs['Strength'].default_value=0.12\nbmp6.inputs['Distance'].default_value=0.03\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\nMATS['water']=m6\n\n# ---- Foliage\nm7, nt7, b7 = mat('Foliage')\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\nr7.color_ramp.elements[0].position=0.35\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\nr7.color_ramp.elements[1].position=0.7\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\nS(b7,'Roughness',0.85)\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\nMATS['foliage']=m7\n\n# ---- Autumn foliage\nm8 = m7.copy(); m8.name='Foliage_Warm'\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\nMATS['foliage_warm']=m8\n\n# ---- Bark\nm9, nt9, b9 = mat('Bark')\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\nS(b9,'Roughness',0.92)\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\nMATS['bark']=m9\n\n# ---- Glass window (warm emissive interior)\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\nnt10 = m10.node_tree\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\nem.inputs['Strength'].default_value=7.0\nnt10.links.new(em.outputs[0], o.inputs[0])\nMATS['glow']=m10\n\n# ---- Metal dark\nm11, nt11, b11 = mat('Metal')\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\nMATS['metal']=m11\n\n# ---- Reeds\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\nbb = m12.node_tree.nodes['Principled BSDF']\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\nbb.inputs['Roughness'].default_value=0.85\nMATS['reed']=m12\n\nbpy.types.Scene.mats_ready = True\nresult = {\"mats\": list(MATS.keys())}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:12:11.691610+00:00", "type": "tool_call", "id": "toolu_01DVbixskzvA46nmnLMqRH8N", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nfrom mathutils import Vector\n\ndef mat(name):\n    m = bpy.data.materials.new(name)\n    m.use_nodes = True\n    nt = m.node_tree\n    for n in list(nt.nodes):\n        nt.nodes.remove(n)\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\n    return m, nt, bsdf\n\ndef S(bsdf, key, val):\n    if key in bsdf.inputs:\n        bsdf.inputs[key].default_value = val\n\nMATS = {}\n\n# ---- Wood (planks) for cabin walls\nm, nt, b = mat('Wood_Wall')\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\nwave.inputs['Scale'].default_value = 1.0\nwave.inputs['Distortion'].default_value = 1.2\nwave.inputs['Detail'].default_value = 3.0\nwave.inputs['Detail Scale'].default_value = 1.5\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\nramp.color_ramp.elements[0].position = 0.05\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\nramp.color_ramp.elements[1].position = 0.95\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\nS(b,'Roughness',0.75)\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\nbump.inputs['Strength'].default_value=0.5\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\nMATS['wood']=m\n\n# ---- Dark wood (beams/dock)\nm2, nt2, b2 = mat('Wood_Dark')\ntc = nt2.nodes.new('ShaderNodeTexCoord')\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\nS(b2,'Roughness',0.85)\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\nMATS['darkwood']=m2\n\n# ---- Stone\nm3, nt3, b3 = mat('Stone')\ntc = nt3.nodes.new('ShaderNodeTexCoord')\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\nr3.color_ramp.elements[0].position=0.1\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\nr3.color_ramp.elements[1].position=0.85\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\nS(b3,'Roughness',0.9)\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\nbmp3.inputs['Distance'].default_value=0.08\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\nMATS['stone']=m3\n\n# ---- Roof shingles\nm4, nt4, b4 = mat('Roof')\ntc = nt4.nodes.new('ShaderNodeTexCoord')\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\nbr.inputs['Scale'].default_value=6.0\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\nbr.inputs['Mortar Size'].default_value=0.02\nbr.mortar_smooth = 0.1\nbr.squash = 1.0\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\nS(b4,'Roughness',0.8)\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\nMATS['roof']=m4\n\n# ---- Ground / grass-dirt\nm5, nt5, b5 = mat('Ground')\ntc = nt5.nodes.new('ShaderNodeTexCoord')\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\ngr.color_ramp.elements[0].position=0.35\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\ngr.color_ramp.elements[1].position=0.68\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\n# dirt near water based on Z\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\nmr.inputs['From Min'].default_value=-0.1\nmr.inputs['From Max'].default_value=0.9\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\nS(b5,'Roughness',0.95)\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\nMATS['ground']=m5\n\n# ---- Water\nm6, nt6, b6 = mat('Water')\nS(b6,'Base Color',(0.035,0.075,0.075,1))\nS(b6,'Roughness',0.06)\nS(b6,'Metallic',0.0)\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\nS(b6,'IOR',1.333)\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\nwn.inputs['Roughness'].default_value=0.6\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\nbmp6.inputs['Strength'].default_value=0.12\nbmp6.inputs['Distance'].default_value=0.03\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\nMATS['water']=m6\n\n# ---- Foliage\nm7, nt7, b7 = mat('Foliage')\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\nr7.color_ramp.elements[0].position=0.35\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\nr7.color_ramp.elements[1].position=0.7\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\nS(b7,'Roughness',0.85)\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\nMATS['foliage']=m7\n\n# ---- Autumn foliage\nm8 = m7.copy(); m8.name='Foliage_Warm'\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\nMATS['foliage_warm']=m8\n\n# ---- Bark\nm9, nt9, b9 = mat('Bark')\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\nS(b9,'Roughness',0.92)\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\nMATS['bark']=m9\n\n# ---- Glass window (warm emissive interior)\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\nnt10 = m10.node_tree\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\nem.inputs['Strength'].default_value=7.0\nnt10.links.new(em.outputs[0], o.inputs[0])\nMATS['glow']=m10\n\n# ---- Metal dark\nm11, nt11, b11 = mat('Metal')\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\nMATS['metal']=m11\n\n# ---- Reeds\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\nbb = m12.node_tree.nodes['Principled BSDF']\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\nbb.inputs['Roughness'].default_value=0.85\nMATS['reed']=m12\n\nbpy.types.Scene.mats_ready = True\nresult = {\"mats\": list(MATS.keys())}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}
{"ts": "2026-07-26T01:12:14.546314+00:00", "type": "tool_result", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "name": "execute_blender_code", "text": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:12:19.942016+00:00", "type": "llm_call", "call_index": 4, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:12:14.547318+00:00", "finished_at": "2026-07-26T01:12:19.941013+00:00", "duration_s": 5.390000000000327, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:12:14.547318+00:00", "finished_at": "2026-07-26T01:12:19.939745+00:00", "duration_s": 5.390000000000327, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "35277", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        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{"ts": "2026-07-26T01:12:19.943519+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "name": "execute_blender_code", "arguments": {"code": "import bpy\nresult={\"ver\":bpy.app.version_string, \"brick_inputs\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}"}, "raw_arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:12:19.943519+00:00", "type": "tool_call", "id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "name": "execute_blender_code", "arguments": {"code": "import bpy\nresult={\"ver\":bpy.app.version_string, \"brick_inputs\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}"}, "raw_arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}
{"ts": "2026-07-26T01:12:20.934937+00:00", "type": "tool_result", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:12:24.944376+00:00", "type": "llm_call", "call_index": 5, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:12:20.935932+00:00", "finished_at": "2026-07-26T01:12:24.944376+00:00", "duration_s": 4.015999999999622, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:12:20.935932+00:00", "finished_at": "2026-07-26T01:12:24.943373+00:00", "duration_s": 4.015999999999622, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "36053", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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{"ts": "2026-07-26T01:12:24.945385+00:00", "type": "tool_call", "id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "name": "execute_blender_code", "arguments": {"code": "import bpy\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\nb=m.node_tree.nodes['Principled BSDF']\nr={\"inputs\":[i.name for i in b.inputs]}\nbpy.data.materials.remove(m)\nresult=r"}, "raw_arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}
{"ts": "2026-07-26T01:12:24.996393+00:00", "type": "tool_result", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:13:20.394882+00:00", "type": "llm_call", "call_index": 6, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:12:24.997392+00:00", "finished_at": "2026-07-26T01:13:20.394882+00:00", "duration_s": 55.39099999999962, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:12:24.997392+00:00", "finished_at": "2026-07-26T01:13:20.393363+00:00", "duration_s": 55.39099999999962, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "37372", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        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Now I'll rerun the full material script with the mortar_smooth fix and clear out\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the previously created materials.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the previously created materials.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"signature\":\"CAISwgQKhwEIEBgCKkCA/U4MsQQE+Lp2mUdGZWQc16LvvqAAuzgweIZu1K6hzAPNTHb3O9/AHcLcNk9M4Uv2w9Ha7+ufge2rbKRZIC5OMg1jbGF1ZGUtb3B1cy01OAFCCHRoaW5raW5nWiQ0YzBmMDQ2Zi0yNWZkLTQ1ZmItYmZiMy1hMDhhOGUyNDljYTcSDL15anyCWFbmPicPsRoM666Z2UF2t6SEcAHDIjCYBYIRwpSb14TgeUt1SrpJbp0/Oz0tiDUBX2YlERoVwblZY7BM3N+y6EuPQu7UJAQq5wIKY4sq1pjiQbm+EJ2Qdzo3V8ZrGiKJ32qtjdla3Ajpc1mVxcDSgTWIppaYy552e5DLHyGPOShdUu7ppqQsT9v5br+sn6aiGvIV0n3LVCp39Y8kkqNCrs/iHncMbkgYOqhsjtS8xC1UdoQHMwTSmFVQS6P5AE3xla46YbDztadBxdiGiCVmaQWE/E/d5/10bNcApH5SOHPOA8Nj6iUn5o/UjVoHCAaR5Q3kuLnrmjIW1uE8P77gxkVWBOoTEyCpcE6up0DIQcLEyWEXXFsu35HIJNE0TtYIUpsXaGDTHlZ4dfRBdC7uuOTNI3zgKMJjiZc8NMpTAs+T7jQtqG8dInF3g/0P8x98t+2pNwhui2W0tT5yM9x+/LHMPS8lB0bdgLBZlIqQzVLWmbTWTZWtN+tJyItSrwGzyFe3+H+3wPuOSDsJmaCaesT4OkS4lzEm8FlprDpB65gDMeoW1EqVrfri9Z1M49DeaBgB\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"odes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.input\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"s[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeM\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"apping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.out\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"puts['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); no\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"i.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.out\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"puts['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); m\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.output\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"s['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeT\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"exWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"t3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('Shader\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"NodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"p3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('Sh\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"aderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.input\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"s['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'],\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCo\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ng\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"r = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'],\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.in\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"puts['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nn\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"t5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Ro\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('Sha\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"derNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNod\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"eTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Fo\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"liage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"= nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.output\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"s['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"odes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('Sh\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"aderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"t10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 =\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028343-2N5VsHuDpDOXh263SPpU\",\"object\":\"chat.completion.chunk\",\"created\":1785028343,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":16232,\"completion_tokens\":6228,\"total_tokens\":22460,\"cost\":0.16674025,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":15723,\"cache_write_tokens\":507,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.16674025,\"upstream_inference_prompt_cost\":0.01104025,\"upstream_inference_completions_cost\":0.1557},\"completion_tokens_details\":{\"reasoning_tokens\":82,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "133a67649dcccb3b9d77ade69875469026f7ab4413e3bf638fd5b496ea7ebea2"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nfor m in list(bpy.data.materials):\n    bpy.data.materials.remove(m)\n\ndef mat(name):\n    m = bpy.data.materials.new(name)\n    m.use_nodes = True\n    nt = m.node_tree\n    for n in list(nt.nodes):\n        nt.nodes.remove(n)\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\n    return m, nt, bsdf\n\ndef S(bsdf, key, val):\n    if key in bsdf.inputs:\n        bsdf.inputs[key].default_value = val\n\n# ---- Wood (planks) for cabin walls\nm, nt, b = mat('Wood_Wall')\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\nwave.inputs['Scale'].default_value = 1.0\nwave.inputs['Distortion'].default_value = 1.2\nwave.inputs['Detail'].default_value = 3.0\nwave.inputs['Detail Scale'].default_value = 1.5\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\nramp.color_ramp.elements[0].position = 0.05\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\nramp.color_ramp.elements[1].position = 0.95\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\nS(b,'Roughness',0.75)\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\nbump.inputs['Strength'].default_value=0.5\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\n\n# ---- Dark wood\nm2, nt2, b2 = mat('Wood_Dark')\ntc = nt2.nodes.new('ShaderNodeTexCoord')\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\nS(b2,'Roughness',0.85)\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\n\n# ---- Stone\nm3, nt3, b3 = mat('Stone')\ntc = nt3.nodes.new('ShaderNodeTexCoord')\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\nr3.color_ramp.elements[0].position=0.1\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\nr3.color_ramp.elements[1].position=0.85\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\nS(b3,'Roughness',0.9)\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\nbmp3.inputs['Distance'].default_value=0.08\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\n\n# ---- Roof shingles\nm4, nt4, b4 = mat('Roof')\ntc = nt4.nodes.new('ShaderNodeTexCoord')\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\nbr.inputs['Scale'].default_value=6.0\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\nbr.inputs['Mortar Size'].default_value=0.025\nbr.inputs['Mortar Smooth'].default_value=0.1\nbr.squash = 1.0\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\nS(b4,'Roughness',0.8)\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\n\n# ---- Ground\nm5, nt5, b5 = mat('Ground')\ntc = nt5.nodes.new('ShaderNodeTexCoord')\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\ngr.color_ramp.elements[0].position=0.35\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\ngr.color_ramp.elements[1].position=0.68\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\nmr.inputs['From Min'].default_value=-0.15\nmr.inputs['From Max'].default_value=0.75\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\nS(b5,'Roughness',0.95)\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\n\n# ---- Water\nm6, nt6, b6 = mat('Water')\nS(b6,'Base Color',(0.04,0.085,0.085,1))\nS(b6,'Roughness',0.05)\nS(b6,'Transmission Weight',0.5)\nS(b6,'IOR',1.333)\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\nwn.inputs['Roughness'].default_value=0.6\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\nbmp6.inputs['Strength'].default_value=0.10\nbmp6.inputs['Distance'].default_value=0.02\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\n\n# ---- Foliage\nm7, nt7, b7 = mat('Foliage')\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\nr7.color_ramp.elements[0].position=0.35\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\nr7.color_ramp.elements[1].position=0.7\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\nS(b7,'Roughness',0.85)\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\n\nm8 = m7.copy(); m8.name='Foliage_Warm'\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\n\n# ---- Bark\nm9, nt9, b9 = mat('Bark')\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\nS(b9,'Roughness',0.92)\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\n\n# ---- Window glow\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\nnt10 = m10.node_tree\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\nem.inputs['Strength'].default_value=8.0\nnt10.links.new(em.outputs[0], o.inputs[0])\n\n# ---- Metal\nm11, nt11, b11 = mat('Metal')\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\n\n# ---- Reed\nm12, nt12, b12 = mat('Reed')\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\n\nresult = {\"mats\": [m.name for m in bpy.data.materials]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}", "parse_error": null}], "tokens_in": 16232, "tokens_out": 6228, "cost_usd": 0.16674025, "cached_tokens": 15723, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:13:20.396394+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nfor m in list(bpy.data.materials):\n    bpy.data.materials.remove(m)\n\ndef mat(name):\n    m = bpy.data.materials.new(name)\n    m.use_nodes = True\n    nt = m.node_tree\n    for n in list(nt.nodes):\n        nt.nodes.remove(n)\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\n    return m, nt, bsdf\n\ndef S(bsdf, key, val):\n    if key in bsdf.inputs:\n        bsdf.inputs[key].default_value = val\n\n# ---- Wood (planks) for cabin walls\nm, nt, b = mat('Wood_Wall')\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\nwave.inputs['Scale'].default_value = 1.0\nwave.inputs['Distortion'].default_value = 1.2\nwave.inputs['Detail'].default_value = 3.0\nwave.inputs['Detail Scale'].default_value = 1.5\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\nramp.color_ramp.elements[0].position = 0.05\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\nramp.color_ramp.elements[1].position = 0.95\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\nS(b,'Roughness',0.75)\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\nbump.inputs['Strength'].default_value=0.5\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\n\n# ---- Dark wood\nm2, nt2, b2 = mat('Wood_Dark')\ntc = nt2.nodes.new('ShaderNodeTexCoord')\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\nS(b2,'Roughness',0.85)\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\n\n# ---- Stone\nm3, nt3, b3 = mat('Stone')\ntc = nt3.nodes.new('ShaderNodeTexCoord')\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\nr3.color_ramp.elements[0].position=0.1\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\nr3.color_ramp.elements[1].position=0.85\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\nS(b3,'Roughness',0.9)\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\nbmp3.inputs['Distance'].default_value=0.08\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\n\n# ---- Roof shingles\nm4, nt4, b4 = mat('Roof')\ntc = nt4.nodes.new('ShaderNodeTexCoord')\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\nbr.inputs['Scale'].default_value=6.0\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\nbr.inputs['Mortar Size'].default_value=0.025\nbr.inputs['Mortar Smooth'].default_value=0.1\nbr.squash = 1.0\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\nS(b4,'Roughness',0.8)\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\n\n# ---- Ground\nm5, nt5, b5 = mat('Ground')\ntc = nt5.nodes.new('ShaderNodeTexCoord')\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\ngr.color_ramp.elements[0].position=0.35\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\ngr.color_ramp.elements[1].position=0.68\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\nmr.inputs['From Min'].default_value=-0.15\nmr.inputs['From Max'].default_value=0.75\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\nS(b5,'Roughness',0.95)\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\n\n# ---- Water\nm6, nt6, b6 = mat('Water')\nS(b6,'Base Color',(0.04,0.085,0.085,1))\nS(b6,'Roughness',0.05)\nS(b6,'Transmission Weight',0.5)\nS(b6,'IOR',1.333)\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\nwn.inputs['Roughness'].default_value=0.6\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\nbmp6.inputs['Strength'].default_value=0.10\nbmp6.inputs['Distance'].default_value=0.02\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\n\n# ---- Foliage\nm7, nt7, b7 = mat('Foliage')\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\nr7.color_ramp.elements[0].position=0.35\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\nr7.color_ramp.elements[1].position=0.7\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\nS(b7,'Roughness',0.85)\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\n\nm8 = m7.copy(); m8.name='Foliage_Warm'\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\n\n# ---- Bark\nm9, nt9, b9 = mat('Bark')\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\nS(b9,'Roughness',0.92)\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\n\n# ---- Window glow\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\nnt10 = m10.node_tree\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\nem.inputs['Strength'].default_value=8.0\nnt10.links.new(em.outputs[0], o.inputs[0])\n\n# ---- Metal\nm11, nt11, b11 = mat('Metal')\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\n\n# ---- Reed\nm12, nt12, b12 = mat('Reed')\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\n\nresult = {\"mats\": [m.name for m in bpy.data.materials]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:13:20.397394+00:00", "type": "tool_call", "id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nfor m in list(bpy.data.materials):\n    bpy.data.materials.remove(m)\n\ndef mat(name):\n    m = bpy.data.materials.new(name)\n    m.use_nodes = True\n    nt = m.node_tree\n    for n in list(nt.nodes):\n        nt.nodes.remove(n)\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\n    return m, nt, bsdf\n\ndef S(bsdf, key, val):\n    if key in bsdf.inputs:\n        bsdf.inputs[key].default_value = val\n\n# ---- Wood (planks) for cabin walls\nm, nt, b = mat('Wood_Wall')\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\nwave.inputs['Scale'].default_value = 1.0\nwave.inputs['Distortion'].default_value = 1.2\nwave.inputs['Detail'].default_value = 3.0\nwave.inputs['Detail Scale'].default_value = 1.5\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\nramp.color_ramp.elements[0].position = 0.05\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\nramp.color_ramp.elements[1].position = 0.95\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\nS(b,'Roughness',0.75)\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\nbump.inputs['Strength'].default_value=0.5\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\n\n# ---- Dark wood\nm2, nt2, b2 = mat('Wood_Dark')\ntc = nt2.nodes.new('ShaderNodeTexCoord')\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\nS(b2,'Roughness',0.85)\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\n\n# ---- Stone\nm3, nt3, b3 = mat('Stone')\ntc = nt3.nodes.new('ShaderNodeTexCoord')\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\nr3.color_ramp.elements[0].position=0.1\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\nr3.color_ramp.elements[1].position=0.85\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\nS(b3,'Roughness',0.9)\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\nbmp3.inputs['Distance'].default_value=0.08\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\n\n# ---- Roof shingles\nm4, nt4, b4 = mat('Roof')\ntc = nt4.nodes.new('ShaderNodeTexCoord')\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\nbr.inputs['Scale'].default_value=6.0\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\nbr.inputs['Mortar Size'].default_value=0.025\nbr.inputs['Mortar Smooth'].default_value=0.1\nbr.squash = 1.0\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\nS(b4,'Roughness',0.8)\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\n\n# ---- Ground\nm5, nt5, b5 = mat('Ground')\ntc = nt5.nodes.new('ShaderNodeTexCoord')\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\ngr.color_ramp.elements[0].position=0.35\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\ngr.color_ramp.elements[1].position=0.68\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\nmr.inputs['From Min'].default_value=-0.15\nmr.inputs['From Max'].default_value=0.75\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\nS(b5,'Roughness',0.95)\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\n\n# ---- Water\nm6, nt6, b6 = mat('Water')\nS(b6,'Base Color',(0.04,0.085,0.085,1))\nS(b6,'Roughness',0.05)\nS(b6,'Transmission Weight',0.5)\nS(b6,'IOR',1.333)\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\nwn.inputs['Roughness'].default_value=0.6\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\nbmp6.inputs['Strength'].default_value=0.10\nbmp6.inputs['Distance'].default_value=0.02\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\n\n# ---- Foliage\nm7, nt7, b7 = mat('Foliage')\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\nr7.color_ramp.elements[0].position=0.35\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\nr7.color_ramp.elements[1].position=0.7\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\nS(b7,'Roughness',0.85)\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\n\nm8 = m7.copy(); m8.name='Foliage_Warm'\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\n\n# ---- Bark\nm9, nt9, b9 = mat('Bark')\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\nS(b9,'Roughness',0.92)\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\n\n# ---- Window glow\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\nnt10 = m10.node_tree\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\nem.inputs['Strength'].default_value=8.0\nnt10.links.new(em.outputs[0], o.inputs[0])\n\n# ---- Metal\nm11, nt11, b11 = mat('Metal')\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\n\n# ---- Reed\nm12, nt12, b12 = mat('Reed')\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\n\nresult = {\"mats\": [m.name for m in bpy.data.materials]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}
{"ts": "2026-07-26T01:13:22.646437+00:00", "type": "tool_result", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:13:48.404975+00:00", "type": "llm_call", "call_index": 7, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:13:22.647439+00:00", "finished_at": "2026-07-26T01:13:48.404975+00:00", "duration_s": 25.75, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:13:22.647439+00:00", "finished_at": "2026-07-26T01:13:48.403463+00:00", "duration_s": 25.75, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "48747", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in 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of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        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trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. 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The pond edge\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" on Perlin noise with a carved pond basin. The pond edge\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" gets an irregular shape using sine and cosine modulation on\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" gets an irregular shape using sine and cosine modulation on\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the radius, and the depth follows a smooth falloff curve that\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the radius, and the depth follows a smooth falloff curve that\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" reaches zero at the shoreline. Outside the pond, the terrain rises with a gentle r\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" reaches zero at the shoreline. Outside the pond, the terrain rises with a gentle r\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"amp plus noise, and I'll add distant hills for depth\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"amp plus noise, and I'll add distant hills for depth\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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{\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.obj\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\") + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R =\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    d\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"c = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ----------\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, '\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth()\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 +\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices),\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028401-Ylzpq7v759GTc8FGh61C\",\"object\":\"chat.completion.chunk\",\"created\":1785028401,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: 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Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":22446,\"completion_tokens\":2048,\"total_tokens\":24494,\"cost\":0.0981625,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":16230,\"cache_write_tokens\":6214,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0981625,\"upstream_inference_prompt_cost\":0.0469625,\"upstream_inference_completions_cost\":0.0512},\"completion_tokens_details\":{\"reasoning_tokens\":207,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "634eafc26a7532ddbfbd55baa34eadfa942c236241d20fae93570233661e1542"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, noise\n\nrandom.seed(11)\nscene = bpy.context.scene\nM = bpy.data.materials\n\ndef link(ob, colname):\n    for c in ob.users_collection: c.objects.unlink(ob)\n    bpy.data.collections[colname].objects.link(ob)\n\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\n\ndef terrain_z(x, y):\n    v = Vector((x - POND_C.x, y - POND_C.y))\n    d = v.length\n    th = math.atan2(v.y, v.x)\n    R = pond_radius(th)\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\n    if d < R:\n        t = d/R\n        z = -2.2*(1.0 - t*t)\n        z += (n1*0.15 + n2*0.2)*(t)\n    else:\n        e = d - R\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\n    # far hills\n    dc = math.hypot(x, y)\n    if dc > 20:\n        z += (dc-20)*0.22\n    return z\n\n# ---------- Terrain ----------\nSIZE = 70.0\nN = 190\nme = bpy.data.meshes.new('TerrainMesh')\nbm = bmesh.new()\nverts = []\nfor j in range(N+1):\n    row=[]\n    for i in range(N+1):\n        x = -SIZE/2 + SIZE*i/N\n        y = -SIZE/2 + SIZE*j/N\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\n    verts.append(row)\nfor j in range(N):\n    for i in range(N):\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\nbm.normal_update()\nbm.to_mesh(me); bm.free()\nterrain = bpy.data.objects.new('Terrain', me)\nscene.collection.objects.link(terrain)\nlink(terrain, 'Terrain')\nterrain.data.materials.append(M['Ground'])\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\nfor p in terrain.data.polygons: p.use_smooth = True\n\n# ---------- Water ----------\nwme = bpy.data.meshes.new('WaterMesh')\nbm = bmesh.new()\nWN = 90; WS = 30.0\nwv=[]\nfor j in range(WN+1):\n    row=[]\n    for i in range(WN+1):\n        x = POND_C.x - WS/2 + WS*i/WN\n        y = POND_C.y - WS/2 + WS*j/WN\n        row.append(bm.verts.new((x,y,0.0)))\n    wv.append(row)\nfor j in range(WN):\n    for i in range(WN):\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\nbm.to_mesh(wme); bm.free()\nwater = bpy.data.objects.new('Water', wme)\nscene.collection.objects.link(water)\nlink(water,'Terrain')\nwater.data.materials.append(M['Water'])\nfor p in water.data.polygons: p.use_smooth=True\n\nresult = {\"terrain_verts\": len(terrain.data.vertices), \"z_at_cabin\": terrain_z(-3,-3), \"z_dock\": terrain_z(3.5,-1)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}", "parse_error": null}], "tokens_in": 22446, "tokens_out": 2048, "cost_usd": 0.0981625, "cached_tokens": 16230, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:13:48.406494+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, noise\n\nrandom.seed(11)\nscene = bpy.context.scene\nM = bpy.data.materials\n\ndef link(ob, colname):\n    for c in ob.users_collection: c.objects.unlink(ob)\n    bpy.data.collections[colname].objects.link(ob)\n\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\n\ndef terrain_z(x, y):\n    v = Vector((x - POND_C.x, y - POND_C.y))\n    d = v.length\n    th = math.atan2(v.y, v.x)\n    R = pond_radius(th)\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\n    if d < R:\n        t = d/R\n        z = -2.2*(1.0 - t*t)\n        z += (n1*0.15 + n2*0.2)*(t)\n    else:\n        e = d - R\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\n    # far hills\n    dc = math.hypot(x, y)\n    if dc > 20:\n        z += (dc-20)*0.22\n    return z\n\n# ---------- Terrain ----------\nSIZE = 70.0\nN = 190\nme = bpy.data.meshes.new('TerrainMesh')\nbm = bmesh.new()\nverts = []\nfor j in range(N+1):\n    row=[]\n    for i in range(N+1):\n        x = -SIZE/2 + SIZE*i/N\n        y = -SIZE/2 + SIZE*j/N\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\n    verts.append(row)\nfor j in range(N):\n    for i in range(N):\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\nbm.normal_update()\nbm.to_mesh(me); bm.free()\nterrain = bpy.data.objects.new('Terrain', me)\nscene.collection.objects.link(terrain)\nlink(terrain, 'Terrain')\nterrain.data.materials.append(M['Ground'])\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\nfor p in terrain.data.polygons: p.use_smooth = True\n\n# ---------- Water ----------\nwme = bpy.data.meshes.new('WaterMesh')\nbm = bmesh.new()\nWN = 90; WS = 30.0\nwv=[]\nfor j in range(WN+1):\n    row=[]\n    for i in range(WN+1):\n        x = POND_C.x - WS/2 + WS*i/WN\n        y = POND_C.y - WS/2 + WS*j/WN\n        row.append(bm.verts.new((x,y,0.0)))\n    wv.append(row)\nfor j in range(WN):\n    for i in range(WN):\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\nbm.to_mesh(wme); bm.free()\nwater = bpy.data.objects.new('Water', wme)\nscene.collection.objects.link(water)\nlink(water,'Terrain')\nwater.data.materials.append(M['Water'])\nfor p in water.data.polygons: p.use_smooth=True\n\nresult = {\"terrain_verts\": len(terrain.data.vertices), \"z_at_cabin\": terrain_z(-3,-3), \"z_dock\": terrain_z(3.5,-1)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:13:48.406494+00:00", "type": "tool_call", "id": "toolu_013DFez5jSzFJk4vMgyD47hR", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, noise\n\nrandom.seed(11)\nscene = bpy.context.scene\nM = bpy.data.materials\n\ndef link(ob, colname):\n    for c in ob.users_collection: c.objects.unlink(ob)\n    bpy.data.collections[colname].objects.link(ob)\n\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\n\ndef terrain_z(x, y):\n    v = Vector((x - POND_C.x, y - POND_C.y))\n    d = v.length\n    th = math.atan2(v.y, v.x)\n    R = pond_radius(th)\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\n    if d < R:\n        t = d/R\n        z = -2.2*(1.0 - t*t)\n        z += (n1*0.15 + n2*0.2)*(t)\n    else:\n        e = d - R\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\n    # far hills\n    dc = math.hypot(x, y)\n    if dc > 20:\n        z += (dc-20)*0.22\n    return z\n\n# ---------- Terrain ----------\nSIZE = 70.0\nN = 190\nme = bpy.data.meshes.new('TerrainMesh')\nbm = bmesh.new()\nverts = []\nfor j in range(N+1):\n    row=[]\n    for i in range(N+1):\n        x = -SIZE/2 + SIZE*i/N\n        y = -SIZE/2 + SIZE*j/N\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\n    verts.append(row)\nfor j in range(N):\n    for i in range(N):\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\nbm.normal_update()\nbm.to_mesh(me); bm.free()\nterrain = bpy.data.objects.new('Terrain', me)\nscene.collection.objects.link(terrain)\nlink(terrain, 'Terrain')\nterrain.data.materials.append(M['Ground'])\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\nfor p in terrain.data.polygons: p.use_smooth = True\n\n# ---------- Water ----------\nwme = bpy.data.meshes.new('WaterMesh')\nbm = bmesh.new()\nWN = 90; WS = 30.0\nwv=[]\nfor j in range(WN+1):\n    row=[]\n    for i in range(WN+1):\n        x = POND_C.x - WS/2 + WS*i/WN\n        y = POND_C.y - WS/2 + WS*j/WN\n        row.append(bm.verts.new((x,y,0.0)))\n    wv.append(row)\nfor j in range(WN):\n    for i in range(WN):\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\nbm.to_mesh(wme); bm.free()\nwater = bpy.data.objects.new('Water', wme)\nscene.collection.objects.link(water)\nlink(water,'Terrain')\nwater.data.materials.append(M['Water'])\nfor p in water.data.polygons: p.use_smooth=True\n\nresult = {\"terrain_verts\": len(terrain.data.vertices), \"z_at_cabin\": terrain_z(-3,-3), \"z_dock\": terrain_z(3.5,-1)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}
{"ts": "2026-07-26T01:13:49.331874+00:00", "type": "tool_result", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:13:58.529401+00:00", "type": "llm_call", "call_index": 8, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:13:49.332873+00:00", "finished_at": "2026-07-26T01:13:58.529401+00:00", "duration_s": 9.20300000000043, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:13:49.332873+00:00", "finished_at": "2026-07-26T01:13:58.526884+00:00", "duration_s": 9.20300000000043, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "51934", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender 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File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the 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When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` 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[{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "name": "execute_blender_code", "arguments": {"code": "\nimport math\nfrom mathutils import Vector, noise\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\ndef terrain_z(x, y):\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\n    if d < R:\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\n    else:\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\n    dc=math.hypot(x,y)\n    if dc>20: z += (dc-20)*0.22\n    return z\nres={}\nfor x in (-6,-4,-2,0,2,4):\n    res[f\"x{x}\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\nres['shore_R'] = {f\"{round(a,1)}\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\nresult=res\n"}, "raw_arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}", "parse_error": null}], "tokens_in": 23958, "tokens_out": 740, "cost_usd": 0.039182, "cached_tokens": 22444, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:13:58.532820+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "name": "execute_blender_code", "arguments": {"code": "\nimport math\nfrom mathutils import Vector, noise\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\ndef terrain_z(x, y):\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\n    if d < R:\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\n    else:\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\n    dc=math.hypot(x,y)\n    if dc>20: z += (dc-20)*0.22\n    return z\nres={}\nfor x in (-6,-4,-2,0,2,4):\n    res[f\"x{x}\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\nres['shore_R'] = {f\"{round(a,1)}\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\nresult=res\n"}, "raw_arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:13:58.532820+00:00", "type": "tool_call", "id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "name": "execute_blender_code", "arguments": {"code": "\nimport math\nfrom mathutils import Vector, noise\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\ndef terrain_z(x, y):\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\n    if d < R:\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\n    else:\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\n    dc=math.hypot(x,y)\n    if dc>20: z += (dc-20)*0.22\n    return z\nres={}\nfor x in (-6,-4,-2,0,2,4):\n    res[f\"x{x}\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\nres['shore_R'] = {f\"{round(a,1)}\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\nresult=res\n"}, "raw_arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}
{"ts": "2026-07-26T01:13:58.739248+00:00", "type": "tool_result", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:14:29.567206+00:00", "type": "llm_call", "call_index": 9, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:13:58.740760+00:00", "finished_at": "2026-07-26T01:14:29.567206+00:00", "duration_s": 30.811999999999898, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:13:58.740760+00:00", "finished_at": "2026-07-26T01:14:29.565467+00:00", "duration_s": 30.811999999999898, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "54774", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. 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{\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"py.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mes\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"h(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\", size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=r\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    #\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"4.4)]]}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028437-1C5IJ9kOZvTfggycINTE\",\"object\":\"chat.completion.chunk\",\"created\":1785028437,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":25360,\"completion_tokens\":2611,\"total_tokens\":27971,\"cost\":0.0860255,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":23956,\"cache_write_tokens\":1402,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0860255,\"upstream_inference_prompt_cost\":0.0207505,\"upstream_inference_completions_cost\":0.065275},\"completion_tokens_details\":{\"reasoning_tokens\":260,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "6e1ea2319636b690a39f242cd4d509cffcb71405591c2717f6b4376f829a21b5"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, noise, Euler\nrandom.seed(3)\nscene=bpy.context.scene\nM=bpy.data.materials\n\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\ndef terrain_z(x, y):\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\n    if d < R:\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\n    else:\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\n    dc=math.hypot(x,y)\n    if dc>20: z += (dc-20)*0.22\n    return z\nbpy.app.driver_namespace['terrain_z']=terrain_z\n\ndef link(ob, colname):\n    for c in ob.users_collection: c.objects.unlink(ob)\n    bpy.data.collections[colname].objects.link(ob)\n\ndef add_mesh(name, bm, colname, matname, smooth=False):\n    me = bpy.data.meshes.new(name)\n    bm.normal_update(); bm.to_mesh(me); bm.free()\n    ob = bpy.data.objects.new(name, me)\n    scene.collection.objects.link(ob); link(ob, colname)\n    if matname: me.materials.append(M[matname])\n    if smooth:\n        for p in me.polygons: p.use_smooth=True\n    return ob\n\ndef box(bm, center, size, rot=None):\n    cx,cy,cz=center; sx,sy,sz=size\n    vs=[]\n    for dx in (-1,1):\n        for dy in (-1,1):\n            for dz in (-1,1):\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\n                if rot: v=rot @ v\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\n    def V(a,b,c): return vs[4*a+2*b+c]\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\n    for f in faces: bm.faces.new(f)\n\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\n    p0=Vector(p0); p1=Vector(p1)\n    if r1 is None: r1=r\n    ax=(p1-p0); L=ax.length; ax.normalize()\n    up=Vector((0,0,1))\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\n    ring0=[];ring1=[]\n    for i in range(seg):\n        a=2*math.pi*i/seg\n        d=xa*math.cos(a)+ya*math.sin(a)\n        ring0.append(bm.verts.new(p0+d*r))\n        ring1.append(bm.verts.new(p1+d*r1))\n    for i in range(seg):\n        j=(i+1)%seg\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\n    if caps:\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\n    return ring0, ring1\n\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\nresult={\"corners\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}", "parse_error": null}], "tokens_in": 25360, "tokens_out": 2611, "cost_usd": 0.0860255, "cached_tokens": 23956, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:14:29.569219+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, noise, Euler\nrandom.seed(3)\nscene=bpy.context.scene\nM=bpy.data.materials\n\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\ndef terrain_z(x, y):\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\n    if d < R:\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\n    else:\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\n    dc=math.hypot(x,y)\n    if dc>20: z += (dc-20)*0.22\n    return z\nbpy.app.driver_namespace['terrain_z']=terrain_z\n\ndef link(ob, colname):\n    for c in ob.users_collection: c.objects.unlink(ob)\n    bpy.data.collections[colname].objects.link(ob)\n\ndef add_mesh(name, bm, colname, matname, smooth=False):\n    me = bpy.data.meshes.new(name)\n    bm.normal_update(); bm.to_mesh(me); bm.free()\n    ob = bpy.data.objects.new(name, me)\n    scene.collection.objects.link(ob); link(ob, colname)\n    if matname: me.materials.append(M[matname])\n    if smooth:\n        for p in me.polygons: p.use_smooth=True\n    return ob\n\ndef box(bm, center, size, rot=None):\n    cx,cy,cz=center; sx,sy,sz=size\n    vs=[]\n    for dx in (-1,1):\n        for dy in (-1,1):\n            for dz in (-1,1):\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\n                if rot: v=rot @ v\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\n    def V(a,b,c): return vs[4*a+2*b+c]\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\n    for f in faces: bm.faces.new(f)\n\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\n    p0=Vector(p0); p1=Vector(p1)\n    if r1 is None: r1=r\n    ax=(p1-p0); L=ax.length; ax.normalize()\n    up=Vector((0,0,1))\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\n    ring0=[];ring1=[]\n    for i in range(seg):\n        a=2*math.pi*i/seg\n        d=xa*math.cos(a)+ya*math.sin(a)\n        ring0.append(bm.verts.new(p0+d*r))\n        ring1.append(bm.verts.new(p1+d*r1))\n    for i in range(seg):\n        j=(i+1)%seg\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\n    if caps:\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\n    return ring0, ring1\n\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\nresult={\"corners\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:14:29.569219+00:00", "type": "tool_call", "id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, noise, Euler\nrandom.seed(3)\nscene=bpy.context.scene\nM=bpy.data.materials\n\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\ndef terrain_z(x, y):\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\n    if d < R:\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\n    else:\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\n    dc=math.hypot(x,y)\n    if dc>20: z += (dc-20)*0.22\n    return z\nbpy.app.driver_namespace['terrain_z']=terrain_z\n\ndef link(ob, colname):\n    for c in ob.users_collection: c.objects.unlink(ob)\n    bpy.data.collections[colname].objects.link(ob)\n\ndef add_mesh(name, bm, colname, matname, smooth=False):\n    me = bpy.data.meshes.new(name)\n    bm.normal_update(); bm.to_mesh(me); bm.free()\n    ob = bpy.data.objects.new(name, me)\n    scene.collection.objects.link(ob); link(ob, colname)\n    if matname: me.materials.append(M[matname])\n    if smooth:\n        for p in me.polygons: p.use_smooth=True\n    return ob\n\ndef box(bm, center, size, rot=None):\n    cx,cy,cz=center; sx,sy,sz=size\n    vs=[]\n    for dx in (-1,1):\n        for dy in (-1,1):\n            for dz in (-1,1):\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\n                if rot: v=rot @ v\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\n    def V(a,b,c): return vs[4*a+2*b+c]\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\n    for f in faces: bm.faces.new(f)\n\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\n    p0=Vector(p0); p1=Vector(p1)\n    if r1 is None: r1=r\n    ax=(p1-p0); L=ax.length; ax.normalize()\n    up=Vector((0,0,1))\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\n    ring0=[];ring1=[]\n    for i in range(seg):\n        a=2*math.pi*i/seg\n        d=xa*math.cos(a)+ya*math.sin(a)\n        ring0.append(bm.verts.new(p0+d*r))\n        ring1.append(bm.verts.new(p1+d*r1))\n    for i in range(seg):\n        j=(i+1)%seg\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\n    if caps:\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\n    return ring0, ring1\n\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\nresult={\"corners\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}
{"ts": "2026-07-26T01:14:30.225949+00:00", "type": "tool_result", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:14:44.662880+00:00", "type": "llm_call", "call_index": 10, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:14:30.226949+00:00", "finished_at": "2026-07-26T01:14:44.661866+00:00", "duration_s": 14.438000000000102, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:14:30.226949+00:00", "finished_at": "2026-07-26T01:14:44.661866+00:00", "duration_s": 14.438000000000102, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "58281", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  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File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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(-7.8,-4.8,-1.8):\n    for y in (-8.9,-6.4,-3.9):\n        pts[f\"{x},{y}\"]=round(tz(x,y),2)\nresult=pts\n"}, "raw_arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}", "parse_error": null}], "tokens_in": 27175, "tokens_out": 789, "cost_usd": 0.04375775, "cached_tokens": 25358, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:14:44.665383+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "name": "execute_blender_code", "arguments": {"code": "\ntz = bpy.app.driver_namespace['terrain_z']\npts = {}\nfor x in (-7.8,-4.8,-1.8):\n    for y in (-8.9,-6.4,-3.9):\n        pts[f\"{x},{y}\"]=round(tz(x,y),2)\nresult=pts\n"}, "raw_arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:14:44.665383+00:00", "type": "tool_call", "id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "name": "execute_blender_code", "arguments": {"code": "\ntz = bpy.app.driver_namespace['terrain_z']\npts = {}\nfor x in (-7.8,-4.8,-1.8):\n    for y in (-8.9,-6.4,-3.9):\n        pts[f\"{x},{y}\"]=round(tz(x,y),2)\nresult=pts\n"}, "raw_arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}
{"ts": "2026-07-26T01:14:45.653990+00:00", "type": "tool_result", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "name": "execute_blender_code", "text": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:14:55.006193+00:00", "type": "llm_call", "call_index": 11, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:14:45.655496+00:00", "finished_at": "2026-07-26T01:14:55.006193+00:00", "duration_s": 9.359999999999673, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:14:45.655496+00:00", "finished_at": "2026-07-26T01:14:55.004605+00:00", "duration_s": 9.344000000000051, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "59126", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` 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{\"id\":\"gen-1785028484-7sEm7fz8d7kv8nWotLK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028484,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028484-7sEm7fz8d7kv8nWotLK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028484,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",-6.6,-3.8)}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028484-7sEm7fz8d7kv8nWotLK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028484,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028484-7sEm7fz8d7kv8nWotLK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028484,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028484-7sEm7fz8d7kv8nWotLK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028484,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":27522,\"completion_tokens\":477,\"total_tokens\":27999,\"cost\":0.02769025,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":27173,\"cache_write_tokens\":347,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.02769025,\"upstream_inference_prompt_cost\":0.01576525,\"upstream_inference_completions_cost\":0.011925},\"completion_tokens_details\":{\"reasoning_tokens\":178,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "a26d9fadadbeb704012eca29bbec9e0e2a57ee8884dfc1da9e9080cc05ab02f2"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\ntz = bpy.app.driver_namespace.get('terrain_z')\nresult={\"has\":tz is not None}\nif tz:\n    result[\"pts\"]={f\"{x},{y}\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}", "parse_error": null}], "tokens_in": 27522, "tokens_out": 477, "cost_usd": 0.02769025, "cached_tokens": 27173, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:14:55.008716+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\ntz = bpy.app.driver_namespace.get('terrain_z')\nresult={\"has\":tz is not None}\nif tz:\n    result[\"pts\"]={f\"{x},{y}\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:14:55.008716+00:00", "type": "tool_call", "id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\ntz = bpy.app.driver_namespace.get('terrain_z')\nresult={\"has\":tz is not None}\nif tz:\n    result[\"pts\"]={f\"{x},{y}\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}
{"ts": "2026-07-26T01:14:55.057208+00:00", "type": "tool_result", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:15:14.343526+00:00", "type": "llm_call", "call_index": 12, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:14:55.057208+00:00", "finished_at": "2026-07-26T01:15:14.342520+00:00", "duration_s": 19.282000000000153, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:14:55.058206+00:00", "finished_at": "2026-07-26T01:15:14.340949+00:00", "duration_s": 19.282000000000153, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "59943", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 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Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":27884,\"completion_tokens\":1172,\"total_tokens\":29056,\"cost\":0.0453325,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":27520,\"cache_write_tokens\":362,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0453325,\"upstream_inference_prompt_cost\":0.0160325,\"upstream_inference_completions_cost\":0.0293},\"completion_tokens_details\":{\"reasoning_tokens\":277,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "74386a341a8b5f4415c6d7a3a290bee24085f1d66d9398990a8da540a339848e"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\ntz = bpy.app.driver_namespace['terrain_z']\nresult={\n \"dockline_x2\":{f\"y{y}\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\n \"dockline_x1\":{f\"y{y}\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\n \"porch\":{f\"y{y}\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\n \"front_edge\":{f\"x{x}\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\n \"back_edge\":{f\"x{x}\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\n}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}", "parse_error": null}], "tokens_in": 27884, "tokens_out": 1172, "cost_usd": 0.0453325, "cached_tokens": 27520, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:15:14.346043+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\ntz = bpy.app.driver_namespace['terrain_z']\nresult={\n \"dockline_x2\":{f\"y{y}\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\n \"dockline_x1\":{f\"y{y}\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\n \"porch\":{f\"y{y}\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\n \"front_edge\":{f\"x{x}\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\n \"back_edge\":{f\"x{x}\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\n}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:15:14.346043+00:00", "type": "tool_call", "id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\ntz = bpy.app.driver_namespace['terrain_z']\nresult={\n \"dockline_x2\":{f\"y{y}\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\n \"dockline_x1\":{f\"y{y}\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\n \"porch\":{f\"y{y}\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\n \"front_edge\":{f\"x{x}\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\n \"back_edge\":{f\"x{x}\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\n}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}
{"ts": "2026-07-26T01:15:14.512467+00:00", "type": "tool_result", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:16:05.114721+00:00", "type": "llm_call", "call_index": 13, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:15:14.514489+00:00", "finished_at": "2026-07-26T01:16:05.114721+00:00", "duration_s": 50.60900000000038, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:15:14.514489+00:00", "finished_at": "2026-07-26T01:16:05.113417+00:00", "duration_s": 50.59299999999985, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "61595", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output 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The ridge runs\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" down the center at x=-5.0, creating a slope\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" down the center at x=-5.0, creating a slope\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" of about 1.9m over 2.8m horizontal distance.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" of about 1.9m over 2.8m horizontal distance.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nFor\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nFor\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the roof, I'm creating two slanted slabs that run from the ridge down to the eaves with\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the roof, I'm creating two slanted slabs that run from the ridge down to the eaves with\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" overhang. The front roof slopes from the ridge down to x=-\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" overhang. The front roof slopes from the ridge down to x=-\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"8.3 where it meets the wall at a lower height,\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"8.3 where it meets the wall at a lower height,\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" and extends in y to cover the porch area.\\n\\nFor\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" and extends in y to cover the porch area.\\n\\nFor\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the door and windows, I'm realizing that cutting directly into the log walls is\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the door and windows, I'm realizing that cutting directly into the log walls is\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" complicated, so instead I'll use a boolean operation to subtract door and window boxes from the wall mesh\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" complicated, so instead I'll use a boolean operation to subtract door and window boxes from the wall mesh\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\", then place the actual door and window objects inside those cutouts.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\", then place the actual door and window objects inside those cutouts.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nI\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nI\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"'m setting up the LogWalls object with boolean modifiers to cut\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"'m setting up the LogWalls object with boolean modifiers to cut\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" out the front door (roughly x=-5.6 to -4.6\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" out the front door (roughly x=-5.6 to -4.6\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\", z=1.7 to 3.75) and front\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\", z=1.7 to 3.75) and front\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" window (x=-3.7 to -2.8), plus another window\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" window (x=-3.7 to -2.8), plus another window\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" on the right side wall facing the pond. The cutter boxes\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" on the right side wall facing the pond. The cutter boxes\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" need to span through the wall thickness only, so I'm calculating the y-range\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" need to span through the wall thickness only, so I'm calculating the y-range\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" based on the log radius to ensure clean cuts.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" based on the log radius to ensure clean cuts.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nFor\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nFor\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the interior, I'll place emission planes just behind each window opening to create a warm\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the interior, I'll place emission planes just behind each window opening to create a warm\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" glow effect, add dark wood mullions for the windows, and make\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" glow effect, add dark wood mullions for the windows, and make\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the door a closed wooden panel with a warm porch lantern beside it to suggest interior light sp\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the door a closed wooden panel with a warm porch lantern beside it to suggest interior light sp\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"illing out.\\n\\nWriting the cabin code...\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"illing out.\\n\\nWriting the cabin code...\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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{\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom m\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"athutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nS\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"P = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ----------\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# r\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1);\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation',\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nO\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"V=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cy\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"l(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APE\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"X - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cab\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"in', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"m=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_m\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"esh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\", Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLO\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"OR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028513-kqKzm6tuhbVh4iVrgjUy\",\"object\":\"chat.completion.chunk\",\"created\":1785028513,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":28698,\"completion_tokens\":3840,\"total_tokens\":32538,\"cost\":0.1150385,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":27882,\"cache_write_tokens\":814,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.1150385,\"upstream_inference_prompt_cost\":0.0190385,\"upstream_inference_completions_cost\":0.096},\"completion_tokens_details\":{\"reasoning_tokens\":686,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "a34f6d3af09cf1557fe78223d4ce3b5b9f9130d254c019b68c8df8a133da7e82"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\nX0,X1 = -7.8,-2.2\nY0,Y1 = -9.3,-4.3\nFLOOR = 1.70\nR = 0.17\nSP = 0.30\nNC = 8\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\nRIDGE_X = (X0+X1)/2.0\nAPEX = TOP + 1.95\n\n# ---------- Stone foundation ----------\nbm = bmesh.new()\nfor gx in range(6):\n    for gy in range(6):\n        x = X0 + (X1-X0)*(gx+0.5)/6\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\n        edge = (gx in (0,5)) or (gy in (0,5))\n        if not edge: continue\n        zt = FLOOR + 0.02\n        zb = min(tz(x,y)-0.5, zt-0.3)\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\n# rubble stones on the visible face\nrandom.seed(21)\nfor i in range(70):\n    side = random.choice(['front','left','right'])\n    if side=='front':\n        x=random.uniform(X0,X1); y=Y1+0.02\n    elif side=='left':\n        x=X0-0.02; y=random.uniform(Y0,Y1)\n    else:\n        x=X1+0.02; y=random.uniform(Y0,Y1)\n    zt=FLOOR+0.02\n    zb=max(tz(x,y)-0.15, zt-1.9)\n    if zt-zb < 0.25: continue\n    z=random.uniform(zb+0.1, zt-0.08)\n    s=random.uniform(0.22,0.48)\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\n\n# ---------- Floor slab ----------\nbm=bmesh.new()\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\n\n# ---------- Log walls ----------\nbm=bmesh.new()\nOV=0.28\nfor i in range(NC):\n    z = FLOOR + R + i*SP\n    if i%2==0:\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\n    else:\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\n# gable logs (front & back)\nslope = (APEX-TOP)/(RIDGE_X-X0)\nz = TOP + SP*0.6\nwhile z < APEX-0.12:\n    half = (APEX - z)/slope\n    for yy in (Y0,Y1):\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\n    z += SP*0.92\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\n\n# cutters\ndef cutter(name, center, size):\n    bm=bmesh.new(); box(bm,(0,0,0),size)\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\n    ob.location=center\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\n    link(ob,'Cabin')\n    return ob\n\nopenings = [\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\n]\ncuts=[]\nfor nm,c,s in openings:\n    ob=cutter(nm,c,s); cuts.append(ob)\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\n\nresult={\"TOP\":TOP,\"APEX\":APEX,\"slope\":slope}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}", "parse_error": null}], "tokens_in": 28698, "tokens_out": 3840, "cost_usd": 0.1150385, "cached_tokens": 27882, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:16:05.118227+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\nX0,X1 = -7.8,-2.2\nY0,Y1 = -9.3,-4.3\nFLOOR = 1.70\nR = 0.17\nSP = 0.30\nNC = 8\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\nRIDGE_X = (X0+X1)/2.0\nAPEX = TOP + 1.95\n\n# ---------- Stone foundation ----------\nbm = bmesh.new()\nfor gx in range(6):\n    for gy in range(6):\n        x = X0 + (X1-X0)*(gx+0.5)/6\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\n        edge = (gx in (0,5)) or (gy in (0,5))\n        if not edge: continue\n        zt = FLOOR + 0.02\n        zb = min(tz(x,y)-0.5, zt-0.3)\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\n# rubble stones on the visible face\nrandom.seed(21)\nfor i in range(70):\n    side = random.choice(['front','left','right'])\n    if side=='front':\n        x=random.uniform(X0,X1); y=Y1+0.02\n    elif side=='left':\n        x=X0-0.02; y=random.uniform(Y0,Y1)\n    else:\n        x=X1+0.02; y=random.uniform(Y0,Y1)\n    zt=FLOOR+0.02\n    zb=max(tz(x,y)-0.15, zt-1.9)\n    if zt-zb < 0.25: continue\n    z=random.uniform(zb+0.1, zt-0.08)\n    s=random.uniform(0.22,0.48)\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\n\n# ---------- Floor slab ----------\nbm=bmesh.new()\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\n\n# ---------- Log walls ----------\nbm=bmesh.new()\nOV=0.28\nfor i in range(NC):\n    z = FLOOR + R + i*SP\n    if i%2==0:\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\n    else:\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\n# gable logs (front & back)\nslope = (APEX-TOP)/(RIDGE_X-X0)\nz = TOP + SP*0.6\nwhile z < APEX-0.12:\n    half = (APEX - z)/slope\n    for yy in (Y0,Y1):\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\n    z += SP*0.92\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\n\n# cutters\ndef cutter(name, center, size):\n    bm=bmesh.new(); box(bm,(0,0,0),size)\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\n    ob.location=center\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\n    link(ob,'Cabin')\n    return ob\n\nopenings = [\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\n]\ncuts=[]\nfor nm,c,s in openings:\n    ob=cutter(nm,c,s); cuts.append(ob)\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\n\nresult={\"TOP\":TOP,\"APEX\":APEX,\"slope\":slope}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:16:05.118227+00:00", "type": "tool_call", "id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\nX0,X1 = -7.8,-2.2\nY0,Y1 = -9.3,-4.3\nFLOOR = 1.70\nR = 0.17\nSP = 0.30\nNC = 8\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\nRIDGE_X = (X0+X1)/2.0\nAPEX = TOP + 1.95\n\n# ---------- Stone foundation ----------\nbm = bmesh.new()\nfor gx in range(6):\n    for gy in range(6):\n        x = X0 + (X1-X0)*(gx+0.5)/6\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\n        edge = (gx in (0,5)) or (gy in (0,5))\n        if not edge: continue\n        zt = FLOOR + 0.02\n        zb = min(tz(x,y)-0.5, zt-0.3)\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\n# rubble stones on the visible face\nrandom.seed(21)\nfor i in range(70):\n    side = random.choice(['front','left','right'])\n    if side=='front':\n        x=random.uniform(X0,X1); y=Y1+0.02\n    elif side=='left':\n        x=X0-0.02; y=random.uniform(Y0,Y1)\n    else:\n        x=X1+0.02; y=random.uniform(Y0,Y1)\n    zt=FLOOR+0.02\n    zb=max(tz(x,y)-0.15, zt-1.9)\n    if zt-zb < 0.25: continue\n    z=random.uniform(zb+0.1, zt-0.08)\n    s=random.uniform(0.22,0.48)\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\n\n# ---------- Floor slab ----------\nbm=bmesh.new()\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\n\n# ---------- Log walls ----------\nbm=bmesh.new()\nOV=0.28\nfor i in range(NC):\n    z = FLOOR + R + i*SP\n    if i%2==0:\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\n    else:\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\n# gable logs (front & back)\nslope = (APEX-TOP)/(RIDGE_X-X0)\nz = TOP + SP*0.6\nwhile z < APEX-0.12:\n    half = (APEX - z)/slope\n    for yy in (Y0,Y1):\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\n    z += SP*0.92\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\n\n# cutters\ndef cutter(name, center, size):\n    bm=bmesh.new(); box(bm,(0,0,0),size)\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\n    ob.location=center\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\n    link(ob,'Cabin')\n    return ob\n\nopenings = [\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\n]\ncuts=[]\nfor nm,c,s in openings:\n    ob=cutter(nm,c,s); cuts.append(ob)\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\n\nresult={\"TOP\":TOP,\"APEX\":APEX,\"slope\":slope}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}
{"ts": "2026-07-26T01:16:06.006718+00:00", "type": "tool_result", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "name": "execute_blender_code", "text": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:16:10.880548+00:00", "type": "llm_call", "call_index": 14, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:16:06.008226+00:00", "finished_at": "2026-07-26T01:16:10.879541+00:00", "duration_s": 4.859000000000378, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:16:06.008226+00:00", "finished_at": "2026-07-26T01:16:10.878026+00:00", "duration_s": 4.859000000000378, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "65598", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a 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{"ts": "2026-07-26T01:16:10.913884+00:00", "type": "tool_result", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:16:29.092222+00:00", "type": "llm_call", "call_index": 15, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:16:10.913884+00:00", "finished_at": "2026-07-26T01:16:29.092222+00:00", "duration_s": 18.17200000000048, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:16:10.913884+00:00", "finished_at": "2026-07-26T01:16:29.092222+00:00", "duration_s": 18.17200000000048, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "66106", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow 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{\"id\":\"gen-1785028569-sZW6DSZbm8JTWm1Fnvk2\",\"object\":\"chat.completion.chunk\",\"created\":1785028569,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"R+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028569-sZW6DSZbm8JTWm1Fnvk2\",\"object\":\"chat.completion.chunk\",\"created\":1785028569,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\", 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028569-sZW6DSZbm8JTWm1Fnvk2\",\"object\":\"chat.completion.chunk\",\"created\":1785028569,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; m\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028569-sZW6DSZbm8JTWm1Fnvk2\",\"object\":\"chat.completion.chunk\",\"created\":1785028569,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"od.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028569-sZW6DSZbm8JTWm1Fnvk2\",\"object\":\"chat.completion.chunk\",\"created\":1785028569,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028569-sZW6DSZbm8JTWm1Fnvk2\",\"object\":\"chat.completion.chunk\",\"created\":1785028569,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028569-sZW6DSZbm8JTWm1Fnvk2\",\"object\":\"chat.completion.chunk\",\"created\":1785028569,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028569-sZW6DSZbm8JTWm1Fnvk2\",\"object\":\"chat.completion.chunk\",\"created\":1785028569,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":31059,\"completion_tokens\":1981,\"total_tokens\":33040,\"cost\":0.066018,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":30891,\"cache_write_tokens\":166,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.066018,\"upstream_inference_prompt_cost\":0.016493,\"upstream_inference_completions_cost\":0.049525},\"completion_tokens_details\":{\"reasoning_tokens\":0,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "b7f867557126f19127144693a2dd9284d6f37afc708422566b238e69aa6c6cbc"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\nX0,X1 = -7.8,-2.2\nY0,Y1 = -9.3,-4.3\nFLOOR = 1.70\nR = 0.17\nSP = 0.30\nNC = 8\nTOP = FLOOR + (NC-1)*SP + R\nRIDGE_X = (X0+X1)/2.0\nAPEX = TOP + 1.95\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\n\n# ---------- Stone foundation ----------\nbm = bmesh.new()\nfor gx in range(6):\n    for gy in range(6):\n        x = X0 + (X1-X0)*(gx+0.5)/6\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\n        zt = FLOOR + 0.02\n        zb = min(tz(x,y)-0.5, zt-0.3)\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\nrandom.seed(21)\nfor i in range(80):\n    side = random.choice(['front','left','right'])\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\n    zt=FLOOR+0.02\n    zb=max(tz(x,y)-0.15, zt-1.9)\n    if zt-zb < 0.25: continue\n    z=random.uniform(zb+0.1, zt-0.08)\n    s=random.uniform(0.22,0.48)\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\n\nbm=bmesh.new()\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\n\n# ---------- Log walls ----------\nbm=bmesh.new()\nOV=0.28\nfor i in range(NC):\n    z = FLOOR + R + i*SP\n    if i%2==0:\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\n    else:\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\nslope = (APEX-TOP)/(RIDGE_X-X0)\nz = TOP + SP*0.6\nwhile z < APEX-0.12:\n    half = (APEX - z)/slope\n    for yy in (Y0,Y1):\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\n    z += SP*0.92\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\n\ndef cutter(name, center, size):\n    bm=bmesh.new(); box(bm,(0,0,0),size)\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\n    ob.location=center\n    ob.display_type='WIRE'; ob.hide_render=True\n    link(ob,'Cabin')\n    return ob\n\nopenings = [\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\n]\nfor nm,c,s in openings:\n    ob=cutter(nm,c,s)\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\n    ob.hide_viewport=True\n\nresult={\"TOP\":TOP,\"APEX\":APEX,\"slope\":slope, \"walls_verts\":len(walls.data.vertices)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}", "parse_error": null}], "tokens_in": 31059, "tokens_out": 1981, "cost_usd": 0.066018, "cached_tokens": 30891, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:16:29.096718+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\nX0,X1 = -7.8,-2.2\nY0,Y1 = -9.3,-4.3\nFLOOR = 1.70\nR = 0.17\nSP = 0.30\nNC = 8\nTOP = FLOOR + (NC-1)*SP + R\nRIDGE_X = (X0+X1)/2.0\nAPEX = TOP + 1.95\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\n\n# ---------- Stone foundation ----------\nbm = bmesh.new()\nfor gx in range(6):\n    for gy in range(6):\n        x = X0 + (X1-X0)*(gx+0.5)/6\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\n        zt = FLOOR + 0.02\n        zb = min(tz(x,y)-0.5, zt-0.3)\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\nrandom.seed(21)\nfor i in range(80):\n    side = random.choice(['front','left','right'])\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\n    zt=FLOOR+0.02\n    zb=max(tz(x,y)-0.15, zt-1.9)\n    if zt-zb < 0.25: continue\n    z=random.uniform(zb+0.1, zt-0.08)\n    s=random.uniform(0.22,0.48)\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\n\nbm=bmesh.new()\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\n\n# ---------- Log walls ----------\nbm=bmesh.new()\nOV=0.28\nfor i in range(NC):\n    z = FLOOR + R + i*SP\n    if i%2==0:\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\n    else:\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\nslope = (APEX-TOP)/(RIDGE_X-X0)\nz = TOP + SP*0.6\nwhile z < APEX-0.12:\n    half = (APEX - z)/slope\n    for yy in (Y0,Y1):\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\n    z += SP*0.92\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\n\ndef cutter(name, center, size):\n    bm=bmesh.new(); box(bm,(0,0,0),size)\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\n    ob.location=center\n    ob.display_type='WIRE'; ob.hide_render=True\n    link(ob,'Cabin')\n    return ob\n\nopenings = [\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\n]\nfor nm,c,s in openings:\n    ob=cutter(nm,c,s)\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\n    ob.hide_viewport=True\n\nresult={\"TOP\":TOP,\"APEX\":APEX,\"slope\":slope, \"walls_verts\":len(walls.data.vertices)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:16:29.096718+00:00", "type": "tool_call", "id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\nX0,X1 = -7.8,-2.2\nY0,Y1 = -9.3,-4.3\nFLOOR = 1.70\nR = 0.17\nSP = 0.30\nNC = 8\nTOP = FLOOR + (NC-1)*SP + R\nRIDGE_X = (X0+X1)/2.0\nAPEX = TOP + 1.95\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\n\n# ---------- Stone foundation ----------\nbm = bmesh.new()\nfor gx in range(6):\n    for gy in range(6):\n        x = X0 + (X1-X0)*(gx+0.5)/6\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\n        zt = FLOOR + 0.02\n        zb = min(tz(x,y)-0.5, zt-0.3)\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\nrandom.seed(21)\nfor i in range(80):\n    side = random.choice(['front','left','right'])\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\n    zt=FLOOR+0.02\n    zb=max(tz(x,y)-0.15, zt-1.9)\n    if zt-zb < 0.25: continue\n    z=random.uniform(zb+0.1, zt-0.08)\n    s=random.uniform(0.22,0.48)\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\n\nbm=bmesh.new()\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\n\n# ---------- Log walls ----------\nbm=bmesh.new()\nOV=0.28\nfor i in range(NC):\n    z = FLOOR + R + i*SP\n    if i%2==0:\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\n    else:\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\nslope = (APEX-TOP)/(RIDGE_X-X0)\nz = TOP + SP*0.6\nwhile z < APEX-0.12:\n    half = (APEX - z)/slope\n    for yy in (Y0,Y1):\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\n    z += SP*0.92\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\n\ndef cutter(name, center, size):\n    bm=bmesh.new(); box(bm,(0,0,0),size)\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\n    ob.location=center\n    ob.display_type='WIRE'; ob.hide_render=True\n    link(ob,'Cabin')\n    return ob\n\nopenings = [\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\n]\nfor nm,c,s in openings:\n    ob=cutter(nm,c,s)\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\n    ob.hide_viewport=True\n\nresult={\"TOP\":TOP,\"APEX\":APEX,\"slope\":slope, \"walls_verts\":len(walls.data.vertices)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}
{"ts": "2026-07-26T01:16:29.342245+00:00", "type": "tool_result", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:16:57.828318+00:00", "type": "llm_call", "call_index": 16, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:16:29.343752+00:00", "finished_at": "2026-07-26T01:16:57.828318+00:00", "duration_s": 28.48399999999947, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:16:29.343752+00:00", "finished_at": "2026-07-26T01:16:57.827308+00:00", "duration_s": 28.48399999999947, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "69730", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` 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{\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"EX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\", PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + por\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"m,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchF\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"rame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(P\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028588-Fek8bFPXcgut0eb45rhw\",\"object\":\"chat.completion.chunk\",\"created\":1785028588,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":33122,\"completion_tokens\":2609,\"total_tokens\":35731,\"cost\":0.09365725,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":31057,\"cache_write_tokens\":2063,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.09365725,\"upstream_inference_prompt_cost\":0.02843225,\"upstream_inference_completions_cost\":0.065225},\"completion_tokens_details\":{\"reasoning_tokens\":54,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "415fe6afcebb36933ef9569d60ce324b6f46af31e1409a3aaf5798b0be658699"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\n\nslope=(APEX-TOP)/(RIDGE_X-X0)\nOH = 0.55           # eave overhang horizontally past wall\nGH = 0.45           # gable overhang in Y\nTH = 0.16           # roof thickness\n\ndef roof_plane(bm, sgn):\n    # slab from ridge to eave, sgn=-1 left, +1 right\n    xr = RIDGE_X\n    xe = (X1+OH) if sgn>0 else (X0-OH)\n    ze = APEX - slope*abs(xe-xr)\n    ya, yb = Y0-GH, Y1+GH\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\n    # up-normal of plane going down outward: direction perpendicular\n    d = Vector((sgn, 0, -slope)).normalized()\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\n    nz = Vector((slope*sgn,0,1)).normalized()\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\n    vb=[bm.verts.new(p) for p in pts_top]\n    bm.faces.new(vt)\n    bm.faces.new(vb[::-1])\n    for i in range(4):\n        j=(i+1)%4\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\n\nbm=bmesh.new()\nroof_plane(bm,1); roof_plane(bm,-1)\nadd_mesh('Roof', bm, 'Cabin','Roof')\n\n# ridge cap\nbm=bmesh.new()\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\n\n# purlins / rafter ends visible under eaves\nbm=bmesh.new()\ny=Y0-0.05\nwhile y<=Y1+0.05:\n    for sgn in (1,-1):\n        xe=(X1+OH) if sgn>0 else (X0-OH)\n        xw=X1 if sgn>0 else X0\n        ze=APEX - slope*abs(xe-RIDGE_X)\n        zw=APEX - slope*abs(xw-RIDGE_X)\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\n    y+=0.62\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\n\n# ---------- Porch (front, +Y side) ----------\nPY0, PY1 = Y1, Y1+2.3\nPX0, PX1 = X0-0.15, X1+0.15\nDECK = FLOOR - 0.10\nbm=bmesh.new()\n# deck planks\nx=PX0\nwhile x < PX1-0.01:\n    w=min(0.30, PX1-x)\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\n    x+=0.32\n# beams\nfor y in (PY0+0.15, PY1-0.1):\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\n\n# posts + rail + porch roof\nbm=bmesh.new()\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\nPROOF_Z = FLOOR+2.45\nfor px in POSTX:\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\n# railings between posts\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\n    for zz in (DECK+0.5, DECK+0.95):\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\n    n=int(abs(b_-a)/0.34)\n    for i in range(1,n):\n        px=a+(b_-a)*i/n\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\n# porch roof slab (shed)\nz_at_wall = FLOOR+2.95\nvsT=[]\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\n\nbm=bmesh.new()\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\nvt=[bm.verts.new(q+nz*0.12) for q in p]\nvb=[bm.verts.new(q) for q in p]\nbm.faces.new(vt); bm.faces.new(vb[::-1])\nfor i in range(4):\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\n\n# steps down from porch\nbm=bmesh.new()\nsx=-5.15\nfor i in range(4):\n    zs = DECK-0.10-i*0.20\n    ys = PY1+0.05+i*0.34\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\nresult={\"ok\":1,\"DECK\":DECK}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}", "parse_error": null}], "tokens_in": 33122, "tokens_out": 2609, "cost_usd": 0.09365725, "cached_tokens": 31057, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:16:57.832904+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\n\nslope=(APEX-TOP)/(RIDGE_X-X0)\nOH = 0.55           # eave overhang horizontally past wall\nGH = 0.45           # gable overhang in Y\nTH = 0.16           # roof thickness\n\ndef roof_plane(bm, sgn):\n    # slab from ridge to eave, sgn=-1 left, +1 right\n    xr = RIDGE_X\n    xe = (X1+OH) if sgn>0 else (X0-OH)\n    ze = APEX - slope*abs(xe-xr)\n    ya, yb = Y0-GH, Y1+GH\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\n    # up-normal of plane going down outward: direction perpendicular\n    d = Vector((sgn, 0, -slope)).normalized()\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\n    nz = Vector((slope*sgn,0,1)).normalized()\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\n    vb=[bm.verts.new(p) for p in pts_top]\n    bm.faces.new(vt)\n    bm.faces.new(vb[::-1])\n    for i in range(4):\n        j=(i+1)%4\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\n\nbm=bmesh.new()\nroof_plane(bm,1); roof_plane(bm,-1)\nadd_mesh('Roof', bm, 'Cabin','Roof')\n\n# ridge cap\nbm=bmesh.new()\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\n\n# purlins / rafter ends visible under eaves\nbm=bmesh.new()\ny=Y0-0.05\nwhile y<=Y1+0.05:\n    for sgn in (1,-1):\n        xe=(X1+OH) if sgn>0 else (X0-OH)\n        xw=X1 if sgn>0 else X0\n        ze=APEX - slope*abs(xe-RIDGE_X)\n        zw=APEX - slope*abs(xw-RIDGE_X)\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\n    y+=0.62\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\n\n# ---------- Porch (front, +Y side) ----------\nPY0, PY1 = Y1, Y1+2.3\nPX0, PX1 = X0-0.15, X1+0.15\nDECK = FLOOR - 0.10\nbm=bmesh.new()\n# deck planks\nx=PX0\nwhile x < PX1-0.01:\n    w=min(0.30, PX1-x)\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\n    x+=0.32\n# beams\nfor y in (PY0+0.15, PY1-0.1):\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\n\n# posts + rail + porch roof\nbm=bmesh.new()\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\nPROOF_Z = FLOOR+2.45\nfor px in POSTX:\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\n# railings between posts\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\n    for zz in (DECK+0.5, DECK+0.95):\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\n    n=int(abs(b_-a)/0.34)\n    for i in range(1,n):\n        px=a+(b_-a)*i/n\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\n# porch roof slab (shed)\nz_at_wall = FLOOR+2.95\nvsT=[]\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\n\nbm=bmesh.new()\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\nvt=[bm.verts.new(q+nz*0.12) for q in p]\nvb=[bm.verts.new(q) for q in p]\nbm.faces.new(vt); bm.faces.new(vb[::-1])\nfor i in range(4):\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\n\n# steps down from porch\nbm=bmesh.new()\nsx=-5.15\nfor i in range(4):\n    zs = DECK-0.10-i*0.20\n    ys = PY1+0.05+i*0.34\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\nresult={\"ok\":1,\"DECK\":DECK}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:16:57.832904+00:00", "type": "tool_call", "id": "toolu_014gw4YRny21h1zwWzqi8H6n", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\n\nslope=(APEX-TOP)/(RIDGE_X-X0)\nOH = 0.55           # eave overhang horizontally past wall\nGH = 0.45           # gable overhang in Y\nTH = 0.16           # roof thickness\n\ndef roof_plane(bm, sgn):\n    # slab from ridge to eave, sgn=-1 left, +1 right\n    xr = RIDGE_X\n    xe = (X1+OH) if sgn>0 else (X0-OH)\n    ze = APEX - slope*abs(xe-xr)\n    ya, yb = Y0-GH, Y1+GH\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\n    # up-normal of plane going down outward: direction perpendicular\n    d = Vector((sgn, 0, -slope)).normalized()\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\n    nz = Vector((slope*sgn,0,1)).normalized()\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\n    vb=[bm.verts.new(p) for p in pts_top]\n    bm.faces.new(vt)\n    bm.faces.new(vb[::-1])\n    for i in range(4):\n        j=(i+1)%4\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\n\nbm=bmesh.new()\nroof_plane(bm,1); roof_plane(bm,-1)\nadd_mesh('Roof', bm, 'Cabin','Roof')\n\n# ridge cap\nbm=bmesh.new()\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\n\n# purlins / rafter ends visible under eaves\nbm=bmesh.new()\ny=Y0-0.05\nwhile y<=Y1+0.05:\n    for sgn in (1,-1):\n        xe=(X1+OH) if sgn>0 else (X0-OH)\n        xw=X1 if sgn>0 else X0\n        ze=APEX - slope*abs(xe-RIDGE_X)\n        zw=APEX - slope*abs(xw-RIDGE_X)\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\n    y+=0.62\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\n\n# ---------- Porch (front, +Y side) ----------\nPY0, PY1 = Y1, Y1+2.3\nPX0, PX1 = X0-0.15, X1+0.15\nDECK = FLOOR - 0.10\nbm=bmesh.new()\n# deck planks\nx=PX0\nwhile x < PX1-0.01:\n    w=min(0.30, PX1-x)\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\n    x+=0.32\n# beams\nfor y in (PY0+0.15, PY1-0.1):\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\n\n# posts + rail + porch roof\nbm=bmesh.new()\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\nPROOF_Z = FLOOR+2.45\nfor px in POSTX:\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\n# railings between posts\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\n    for zz in (DECK+0.5, DECK+0.95):\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\n    n=int(abs(b_-a)/0.34)\n    for i in range(1,n):\n        px=a+(b_-a)*i/n\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\n# porch roof slab (shed)\nz_at_wall = FLOOR+2.95\nvsT=[]\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\n\nbm=bmesh.new()\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\nvt=[bm.verts.new(q+nz*0.12) for q in p]\nvb=[bm.verts.new(q) for q in p]\nbm.faces.new(vt); bm.faces.new(vb[::-1])\nfor i in range(4):\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\n\n# steps down from porch\nbm=bmesh.new()\nsx=-5.15\nfor i in range(4):\n    zs = DECK-0.10-i*0.20\n    ys = PY1+0.05+i*0.34\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\nresult={\"ok\":1,\"DECK\":DECK}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}
{"ts": "2026-07-26T01:16:58.060862+00:00", "type": "tool_result", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:17:25.331329+00:00", "type": "llm_call", "call_index": 17, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:16:58.062392+00:00", "finished_at": "2026-07-26T01:17:25.331329+00:00", "duration_s": 27.26599999999962, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:16:58.062392+00:00", "finished_at": "2026-07-26T01:17:25.328810+00:00", "duration_s": 27.26599999999962, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "74096", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the 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\",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported 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if\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*h\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"d*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(r\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"nd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+r\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"nd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\", FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, C\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"TOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,C\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"TOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"esh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nb\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"m=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Wind\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\nin\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".vertices)}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028616-qGpUthiD9uVBg0d5sVOx\",\"object\":\"chat.completion.chunk\",\"created\":1785028616,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":35678,\"completion_tokens\":2492,\"total_tokens\":38170,\"cost\":0.094845,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":33120,\"cache_write_tokens\":2556,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.094845,\"upstream_inference_prompt_cost\":0.032545,\"upstream_inference_completions_cost\":0.0623},\"completion_tokens_details\":{\"reasoning_tokens\":55,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "c960fbef4508d64b746f5d53a9642c9d7f1622042a39c6ee73fb300b00912c28"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\n\n# ---------- Stone chimney on -X wall ----------\nCX = X0-0.55\nCY = -7.6\nCTOP = APEX + 1.35\nzbase = tz(CX,CY)-0.6\nbm=bmesh.new()\n# tapering core: wide at bottom\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\n    rnd=random.Random(seed)\n    z=zb\n    while z < zt:\n        h=rnd.uniform(0.16,0.26)\n        # ring of stones\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\n        for i in range(nx):\n            for j in range(ny):\n                onedge = i in (0,nx-1) or j in (0,ny-1)\n                if not onedge: continue\n                px = cx-hw + 2*hw*(i+0.5)/nx\n                py = cy-hd + 2*hd*(j+0.5)/ny\n                s = rnd.uniform(0.26,0.40)\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\n        z+=h\n# base flare\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\n# solid inner core so no gaps\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\n# cap\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\n\n# ---------- Door ----------\nbm=bmesh.new()\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\nfor i in range(4):\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\nfor zz in (FLOOR+0.35,FLOOR+1.72):\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\nbm=bmesh.new()\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\n\n# ---------- Windows ----------\nWINS = [\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\n]\nbmg=bmesh.new(); bmf=bmesh.new()\nfor c,s,ax in WINS:\n    box(bmg,c,s)\n    # frame\n    if ax=='Y':\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\n    else:\n        sx = 0.02 if c[0]>0 else -0.02\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\n\n# interior box so glow reads as room (dark shell + emission plane already)\nbm=bmesh.new()\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\nresult={\"CTOP\":CTOP,\"chim_verts\":len(chim.data.vertices)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}", "parse_error": null}], "tokens_in": 35678, "tokens_out": 2492, "cost_usd": 0.094845, "cached_tokens": 33120, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:17:25.335948+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\n\n# ---------- Stone chimney on -X wall ----------\nCX = X0-0.55\nCY = -7.6\nCTOP = APEX + 1.35\nzbase = tz(CX,CY)-0.6\nbm=bmesh.new()\n# tapering core: wide at bottom\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\n    rnd=random.Random(seed)\n    z=zb\n    while z < zt:\n        h=rnd.uniform(0.16,0.26)\n        # ring of stones\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\n        for i in range(nx):\n            for j in range(ny):\n                onedge = i in (0,nx-1) or j in (0,ny-1)\n                if not onedge: continue\n                px = cx-hw + 2*hw*(i+0.5)/nx\n                py = cy-hd + 2*hd*(j+0.5)/ny\n                s = rnd.uniform(0.26,0.40)\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\n        z+=h\n# base flare\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\n# solid inner core so no gaps\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\n# cap\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\n\n# ---------- Door ----------\nbm=bmesh.new()\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\nfor i in range(4):\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\nfor zz in (FLOOR+0.35,FLOOR+1.72):\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\nbm=bmesh.new()\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\n\n# ---------- Windows ----------\nWINS = [\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\n]\nbmg=bmesh.new(); bmf=bmesh.new()\nfor c,s,ax in WINS:\n    box(bmg,c,s)\n    # frame\n    if ax=='Y':\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\n    else:\n        sx = 0.02 if c[0]>0 else -0.02\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\n\n# interior box so glow reads as room (dark shell + emission plane already)\nbm=bmesh.new()\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\nresult={\"CTOP\":CTOP,\"chim_verts\":len(chim.data.vertices)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:17:25.335948+00:00", "type": "tool_call", "id": "toolu_018f18i1hstqGGH2eaYJVNK3", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\n\n# ---------- Stone chimney on -X wall ----------\nCX = X0-0.55\nCY = -7.6\nCTOP = APEX + 1.35\nzbase = tz(CX,CY)-0.6\nbm=bmesh.new()\n# tapering core: wide at bottom\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\n    rnd=random.Random(seed)\n    z=zb\n    while z < zt:\n        h=rnd.uniform(0.16,0.26)\n        # ring of stones\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\n        for i in range(nx):\n            for j in range(ny):\n                onedge = i in (0,nx-1) or j in (0,ny-1)\n                if not onedge: continue\n                px = cx-hw + 2*hw*(i+0.5)/nx\n                py = cy-hd + 2*hd*(j+0.5)/ny\n                s = rnd.uniform(0.26,0.40)\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\n        z+=h\n# base flare\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\n# solid inner core so no gaps\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\n# cap\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\n\n# ---------- Door ----------\nbm=bmesh.new()\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\nfor i in range(4):\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\nfor zz in (FLOOR+0.35,FLOOR+1.72):\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\nbm=bmesh.new()\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\n\n# ---------- Windows ----------\nWINS = [\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\n]\nbmg=bmesh.new(); bmf=bmesh.new()\nfor c,s,ax in WINS:\n    box(bmg,c,s)\n    # frame\n    if ax=='Y':\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\n    else:\n        sx = 0.02 if c[0]>0 else -0.02\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\n\n# interior box so glow reads as room (dark shell + emission plane already)\nbm=bmesh.new()\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\nresult={\"CTOP\":CTOP,\"chim_verts\":len(chim.data.vertices)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}
{"ts": "2026-07-26T01:17:25.535075+00:00", "type": "tool_result", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:17:54.018833+00:00", "type": "llm_call", "call_index": 18, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:17:25.536085+00:00", "finished_at": "2026-07-26T01:17:54.018833+00:00", "duration_s": 28.484999999999673, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:17:25.536085+00:00", "finished_at": "2026-07-26T01:17:54.017820+00:00", "duration_s": 28.484999999999673, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "78229", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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sp=c\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"u.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bp\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"y.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['B\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\") for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDI\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"FY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028644-7SQ6tvTekKiKG56IoUOw\",\"object\":\"chat.completion.chunk\",\"created\":1785028644,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":38147,\"completion_tokens\":2329,\"total_tokens\":40476,\"cost\":0.09150425,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":35676,\"cache_write_tokens\":2469,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.09150425,\"upstream_inference_prompt_cost\":0.03327925,\"upstream_inference_completions_cost\":0.058225},\"completion_tokens_details\":{\"reasoning_tokens\":40,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "633cd3ec78542bf8a744ab8b666b85d8ca7649ea3ef8988b392a1a7bd8d2ac6f"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\nDX = 2.1\nDECK_Z = 0.42\nY_START = -2.6\nY_END = 5.2\nbm=bmesh.new()   # planks\ny=Y_START\nwhile y < Y_END-0.01:\n    w=min(0.30, Y_END-y)\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\n    y+=0.325\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\n\nbm=bmesh.new()   # stringers\nfor xo in (-0.78, 0.0, 0.78):\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\n\nbm=bmesh.new()   # piles\npiles=[]\nyy=Y_START+0.35\nwhile yy<=Y_END-0.2:\n    for xo in (-0.80,0.80):\n        px=DX+xo; py=yy\n        zb=tz(px,py)-0.35\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\n        piles.append((px,py))\n    yy+=1.6\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\n\n# posts + rope rail on one side, and end posts\nbm=bmesh.new()\npostpts=[]\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\n    for xo in (-0.80,0.80):\n        px=DX+xo\n        top=DECK_Z+0.95\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\n        postpts.append((px,py,top))\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\n\n# rope: catenary curves between posts along each side\ndef rope(pts, sag=0.22, name='Rope'):\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\n    for k in range(len(pts)-1):\n        a=Vector(pts[k]); b=Vector(pts[k+1])\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\n        for i,bp in enumerate(sp.bezier_points):\n            t=i/4\n            p=a.lerp(b,t)\n            p.z -= sag*math.sin(math.pi*t)\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\n    cu.materials.append(M['Bark'])\n    return ob\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\n\n# ---------- Rowboat moored at dock ----------\nbm=bmesh.new()\nL=2.6; W=0.95; H=0.42\nprof=[]\nNS=14\nhull_t=[];hull_b=[]\nfor i in range(NS+1):\n    t=i/NS\n    yy=-L/2 + L*t\n    k=math.sin(math.pi*t)**0.65\n    hw=W/2*k\n    hull_t.append((yy,hw))\nverts_out=[];verts_in=[]\nring_l=[];ring_r=[];keel=[]\nfor (yy,hw) in hull_t:\n    ring_l.append(bm.verts.new((-hw,yy,H)))\n    ring_r.append(bm.verts.new((hw,yy,H)))\n    keel.append(bm.verts.new((0.0,yy,0.0)))\nfor i in range(NS):\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\n# rim/deck strip and interior floor\nfor i in range(NS):\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\nboat.location=(DX+1.55, 1.4, -0.10)\nboat.rotation_euler=(0,0,math.radians(-14))\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\n# oars\nbm=bmesh.new()\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\n\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}], "tokens_in": 38147, "tokens_out": 2329, "cost_usd": 0.09150425, "cached_tokens": 35676, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:17:54.022876+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\nDX = 2.1\nDECK_Z = 0.42\nY_START = -2.6\nY_END = 5.2\nbm=bmesh.new()   # planks\ny=Y_START\nwhile y < Y_END-0.01:\n    w=min(0.30, Y_END-y)\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\n    y+=0.325\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\n\nbm=bmesh.new()   # stringers\nfor xo in (-0.78, 0.0, 0.78):\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\n\nbm=bmesh.new()   # piles\npiles=[]\nyy=Y_START+0.35\nwhile yy<=Y_END-0.2:\n    for xo in (-0.80,0.80):\n        px=DX+xo; py=yy\n        zb=tz(px,py)-0.35\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\n        piles.append((px,py))\n    yy+=1.6\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\n\n# posts + rope rail on one side, and end posts\nbm=bmesh.new()\npostpts=[]\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\n    for xo in (-0.80,0.80):\n        px=DX+xo\n        top=DECK_Z+0.95\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\n        postpts.append((px,py,top))\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\n\n# rope: catenary curves between posts along each side\ndef rope(pts, sag=0.22, name='Rope'):\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\n    for k in range(len(pts)-1):\n        a=Vector(pts[k]); b=Vector(pts[k+1])\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\n        for i,bp in enumerate(sp.bezier_points):\n            t=i/4\n            p=a.lerp(b,t)\n            p.z -= sag*math.sin(math.pi*t)\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\n    cu.materials.append(M['Bark'])\n    return ob\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\n\n# ---------- Rowboat moored at dock ----------\nbm=bmesh.new()\nL=2.6; W=0.95; H=0.42\nprof=[]\nNS=14\nhull_t=[];hull_b=[]\nfor i in range(NS+1):\n    t=i/NS\n    yy=-L/2 + L*t\n    k=math.sin(math.pi*t)**0.65\n    hw=W/2*k\n    hull_t.append((yy,hw))\nverts_out=[];verts_in=[]\nring_l=[];ring_r=[];keel=[]\nfor (yy,hw) in hull_t:\n    ring_l.append(bm.verts.new((-hw,yy,H)))\n    ring_r.append(bm.verts.new((hw,yy,H)))\n    keel.append(bm.verts.new((0.0,yy,0.0)))\nfor i in range(NS):\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\n# rim/deck strip and interior floor\nfor i in range(NS):\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\nboat.location=(DX+1.55, 1.4, -0.10)\nboat.rotation_euler=(0,0,math.radians(-14))\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\n# oars\nbm=bmesh.new()\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\n\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:17:54.022876+00:00", "type": "tool_call", "id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\nDX = 2.1\nDECK_Z = 0.42\nY_START = -2.6\nY_END = 5.2\nbm=bmesh.new()   # planks\ny=Y_START\nwhile y < Y_END-0.01:\n    w=min(0.30, Y_END-y)\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\n    y+=0.325\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\n\nbm=bmesh.new()   # stringers\nfor xo in (-0.78, 0.0, 0.78):\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\n\nbm=bmesh.new()   # piles\npiles=[]\nyy=Y_START+0.35\nwhile yy<=Y_END-0.2:\n    for xo in (-0.80,0.80):\n        px=DX+xo; py=yy\n        zb=tz(px,py)-0.35\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\n        piles.append((px,py))\n    yy+=1.6\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\n\n# posts + rope rail on one side, and end posts\nbm=bmesh.new()\npostpts=[]\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\n    for xo in (-0.80,0.80):\n        px=DX+xo\n        top=DECK_Z+0.95\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\n        postpts.append((px,py,top))\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\n\n# rope: catenary curves between posts along each side\ndef rope(pts, sag=0.22, name='Rope'):\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\n    for k in range(len(pts)-1):\n        a=Vector(pts[k]); b=Vector(pts[k+1])\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\n        for i,bp in enumerate(sp.bezier_points):\n            t=i/4\n            p=a.lerp(b,t)\n            p.z -= sag*math.sin(math.pi*t)\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\n    cu.materials.append(M['Bark'])\n    return ob\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\n\n# ---------- Rowboat moored at dock ----------\nbm=bmesh.new()\nL=2.6; W=0.95; H=0.42\nprof=[]\nNS=14\nhull_t=[];hull_b=[]\nfor i in range(NS+1):\n    t=i/NS\n    yy=-L/2 + L*t\n    k=math.sin(math.pi*t)**0.65\n    hw=W/2*k\n    hull_t.append((yy,hw))\nverts_out=[];verts_in=[]\nring_l=[];ring_r=[];keel=[]\nfor (yy,hw) in hull_t:\n    ring_l.append(bm.verts.new((-hw,yy,H)))\n    ring_r.append(bm.verts.new((hw,yy,H)))\n    keel.append(bm.verts.new((0.0,yy,0.0)))\nfor i in range(NS):\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\n# rim/deck strip and interior floor\nfor i in range(NS):\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\nboat.location=(DX+1.55, 1.4, -0.10)\nboat.rotation_euler=(0,0,math.radians(-14))\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\n# oars\nbm=bmesh.new()\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\n\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:17:54.978918+00:00", "type": "tool_result", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:18:23.167042+00:00", "type": "llm_call", "call_index": 19, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:17:54.980428+00:00", "finished_at": "2026-07-26T01:18:23.166022+00:00", "duration_s": 28.188000000000102, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:17:54.980428+00:00", "finished_at": "2026-07-26T01:18:23.165014+00:00", "duration_s": 28.188000000000102, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "82320", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender 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For the trees, I'll create procedural generators for\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" both conifer and broadleaf varieties as mesh objects.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" both conifer and broadleaf varieties as mesh objects.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"div=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    m\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"at = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    t\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"mp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with sl\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top sp\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"d=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'Bro\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Trunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf;\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028673-cv6hn5FjYdlOVekaLKK5\",\"object\":\"chat.completion.chunk\",\"created\":1785028673,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":40328,\"completion_tokens\":2486,\"total_tokens\":42814,\"cost\":0.09486375,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":38145,\"cache_write_tokens\":2181,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.09486375,\"upstream_inference_prompt_cost\":0.03271375,\"upstream_inference_completions_cost\":0.06215},\"completion_tokens_details\":{\"reasoning_tokens\":59,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "ab3498396482ce8da41a19ae6c72e86a0e1eb5479d216e362c06012856f25491"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\n    tmp=bmesh.new()\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\n    rnd=random.Random(seed)\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\n    if rot: mat = rot.to_4x4() @ mat\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\n    for v in tmp.verts:\n        if jitter:\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\n            v.co += v.co.normalized()*n*jitter*r\n        v.co += Vector(center)\n    tmp.to_mesh_dummy = None\n    # merge into bm\n    vmap={}\n    for v in tmp.verts:\n        vmap[v]=bm.verts.new(v.co)\n    for f in tmp.faces:\n        try: bm.faces.new([vmap[v] for v in f.verts])\n        except ValueError: pass\n    tmp.free()\n\ndef conifer(x,y,h,seed):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    # trunk with slight lean\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\n    # branch skirts\n    nlayer=int(h*2.1)\n    for i in range(nlayer):\n        t=i/(nlayer-1)\n        zz=z0+h*(0.16+0.80*t)\n        rad=h*0.30*(1.0-t*0.88)+0.10\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\n        nb=max(4,int(9-6*t))\n        for b in range(nb):\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\n            rr=rad*rnd.uniform(0.7,1.05)\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\n    # top spire\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\n    return t,f\n\ndef broadleaf(x,y,h,seed,warm=False):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    base=Vector((x,y,z0-0.25))\n    trunkh=h*0.42\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\n    tips=[]\n    def branch(p0,d,length,rad,depth):\n        p1=p0+d*length\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\n        if depth==0:\n            tips.append(p1); return\n        for k in range(rnd.choice([2,2,3])):\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\n    for k in range(3):\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\n        branch(top,d,h*0.30,h*0.032,2)\n    for i,p in enumerate(tips):\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\n    return t,f\n\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\n\n# ---- placement ----\nrandom.seed(42)\nconifer(-11.5,-6.0,7.2,1)\nconifer(-13.0,-11.5,8.4,2)\nconifer(-9.0,-14.0,6.4,3)\nconifer(6.5,-9.5,7.6,4)\nconifer(11.0,-3.0,8.8,5)\nconifer(-14.5,0.5,7.8,6)\nconifer(13.5,6.0,9.2,7)\nconifer(-13.5,10.0,8.0,8)\nconifer(4.0,17.5,8.6,9)\nconifer(-6.0,18.5,7.4,10)\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\nbroadleaf(-11.0,4.5,5.4,13)\nbroadleaf(9.5,13.0,6.0,14,warm=True)\nbroadleaf(-3.0,-13.0,5.2,15)\nresult={\"trees\":len(bpy.data.collections['Trees'].objects)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}", "parse_error": null}], "tokens_in": 40328, "tokens_out": 2486, "cost_usd": 0.09486375, "cached_tokens": 38145, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:18:23.171064+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\n    tmp=bmesh.new()\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\n    rnd=random.Random(seed)\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\n    if rot: mat = rot.to_4x4() @ mat\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\n    for v in tmp.verts:\n        if jitter:\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\n            v.co += v.co.normalized()*n*jitter*r\n        v.co += Vector(center)\n    tmp.to_mesh_dummy = None\n    # merge into bm\n    vmap={}\n    for v in tmp.verts:\n        vmap[v]=bm.verts.new(v.co)\n    for f in tmp.faces:\n        try: bm.faces.new([vmap[v] for v in f.verts])\n        except ValueError: pass\n    tmp.free()\n\ndef conifer(x,y,h,seed):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    # trunk with slight lean\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\n    # branch skirts\n    nlayer=int(h*2.1)\n    for i in range(nlayer):\n        t=i/(nlayer-1)\n        zz=z0+h*(0.16+0.80*t)\n        rad=h*0.30*(1.0-t*0.88)+0.10\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\n        nb=max(4,int(9-6*t))\n        for b in range(nb):\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\n            rr=rad*rnd.uniform(0.7,1.05)\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\n    # top spire\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\n    return t,f\n\ndef broadleaf(x,y,h,seed,warm=False):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    base=Vector((x,y,z0-0.25))\n    trunkh=h*0.42\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\n    tips=[]\n    def branch(p0,d,length,rad,depth):\n        p1=p0+d*length\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\n        if depth==0:\n            tips.append(p1); return\n        for k in range(rnd.choice([2,2,3])):\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\n    for k in range(3):\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\n        branch(top,d,h*0.30,h*0.032,2)\n    for i,p in enumerate(tips):\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\n    return t,f\n\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\n\n# ---- placement ----\nrandom.seed(42)\nconifer(-11.5,-6.0,7.2,1)\nconifer(-13.0,-11.5,8.4,2)\nconifer(-9.0,-14.0,6.4,3)\nconifer(6.5,-9.5,7.6,4)\nconifer(11.0,-3.0,8.8,5)\nconifer(-14.5,0.5,7.8,6)\nconifer(13.5,6.0,9.2,7)\nconifer(-13.5,10.0,8.0,8)\nconifer(4.0,17.5,8.6,9)\nconifer(-6.0,18.5,7.4,10)\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\nbroadleaf(-11.0,4.5,5.4,13)\nbroadleaf(9.5,13.0,6.0,14,warm=True)\nbroadleaf(-3.0,-13.0,5.2,15)\nresult={\"trees\":len(bpy.data.collections['Trees'].objects)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:18:23.171592+00:00", "type": "tool_call", "id": "toolu_01MhicxCz5CR2277KWQzrxf9", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\n    tmp=bmesh.new()\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\n    rnd=random.Random(seed)\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\n    if rot: mat = rot.to_4x4() @ mat\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\n    for v in tmp.verts:\n        if jitter:\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\n            v.co += v.co.normalized()*n*jitter*r\n        v.co += Vector(center)\n    tmp.to_mesh_dummy = None\n    # merge into bm\n    vmap={}\n    for v in tmp.verts:\n        vmap[v]=bm.verts.new(v.co)\n    for f in tmp.faces:\n        try: bm.faces.new([vmap[v] for v in f.verts])\n        except ValueError: pass\n    tmp.free()\n\ndef conifer(x,y,h,seed):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    # trunk with slight lean\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\n    # branch skirts\n    nlayer=int(h*2.1)\n    for i in range(nlayer):\n        t=i/(nlayer-1)\n        zz=z0+h*(0.16+0.80*t)\n        rad=h*0.30*(1.0-t*0.88)+0.10\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\n        nb=max(4,int(9-6*t))\n        for b in range(nb):\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\n            rr=rad*rnd.uniform(0.7,1.05)\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\n    # top spire\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\n    return t,f\n\ndef broadleaf(x,y,h,seed,warm=False):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    base=Vector((x,y,z0-0.25))\n    trunkh=h*0.42\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\n    tips=[]\n    def branch(p0,d,length,rad,depth):\n        p1=p0+d*length\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\n        if depth==0:\n            tips.append(p1); return\n        for k in range(rnd.choice([2,2,3])):\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\n    for k in range(3):\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\n        branch(top,d,h*0.30,h*0.032,2)\n    for i,p in enumerate(tips):\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\n    return t,f\n\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\n\n# ---- placement ----\nrandom.seed(42)\nconifer(-11.5,-6.0,7.2,1)\nconifer(-13.0,-11.5,8.4,2)\nconifer(-9.0,-14.0,6.4,3)\nconifer(6.5,-9.5,7.6,4)\nconifer(11.0,-3.0,8.8,5)\nconifer(-14.5,0.5,7.8,6)\nconifer(13.5,6.0,9.2,7)\nconifer(-13.5,10.0,8.0,8)\nconifer(4.0,17.5,8.6,9)\nconifer(-6.0,18.5,7.4,10)\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\nbroadleaf(-11.0,4.5,5.4,13)\nbroadleaf(9.5,13.0,6.0,14,warm=True)\nbroadleaf(-3.0,-13.0,5.2,15)\nresult={\"trees\":len(bpy.data.collections['Trees'].objects)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}
{"ts": "2026-07-26T01:18:24.450317+00:00", "type": "tool_result", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "name": "execute_blender_code", "text": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:18:27.815915+00:00", "type": "llm_call", "call_index": 20, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:18:24.450317+00:00", "finished_at": "2026-07-26T01:18:27.814406+00:00", "duration_s": 3.3590000000003783, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:18:24.451326+00:00", "finished_at": "2026-07-26T01:18:27.814406+00:00", "duration_s": 3.3590000000003783, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "87306", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:18:27.833802+00:00", "finished_at": "2026-07-26T01:18:49.485083+00:00", "duration_s": 21.639999999999418, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "87814", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_manual_docsArguments\",\"type\":\"object\"}}}],\"reasoning\":{\"effort\":\"medium\"},\"stream\":true}", "body_sha256": "c3f5d9df37cacab51f3e1a423c844c24233292133ca123c7689c155eb024980f"}, "response": {"status_code": 200, "headers": {"date": "Sun, 26 Jul 2026 01:18:29 GMT", "content-type": "text/event-stream", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "cache-control": "no-cache", "x-generation-id": "gen-1785028706-tBr3NuxuLUueqoZz8EJO", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "server": "cloudflare", "cf-ray": "a20f9208be3cddef-MAD"}, "body": ": OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; c\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"yl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\", scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"p, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 +\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 +\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=r\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uni\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"form(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smoo\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"th=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    con\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028706-tBr3NuxuLUueqoZz8EJO\",\"object\":\"chat.completion.chunk\",\"created\":1785028706,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":43187,\"completion_tokens\":2322,\"total_tokens\":45509,\"cost\":0.0805955,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":43021,\"cache_write_tokens\":164,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0805955,\"upstream_inference_prompt_cost\":0.0225455,\"upstream_inference_completions_cost\":0.05805},\"completion_tokens_details\":{\"reasoning_tokens\":0,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "8975f5774eb5ebff7489eac1463e0668240048c5b1f767191f93ad1dab957def"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\n    tmp=bmesh.new()\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\n    for v in tmp.verts:\n        if jitter:\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\n            v.co += v.co.normalized()*n*jitter*r\n        v.co += Vector(center)\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\n    for f in tmp.faces:\n        try: bm.faces.new([vmap[v] for v in f.verts])\n        except ValueError: pass\n    tmp.free()\n\ndef conifer(x,y,h,seed):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\n    nlayer=int(h*2.1)\n    for i in range(nlayer):\n        t=i/(nlayer-1)\n        zz=z0+h*(0.16+0.80*t)\n        rad=h*0.30*(1.0-t*0.88)+0.10\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\n        nb=max(4,int(9-6*t))\n        for b in range(nb):\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\n            rr=rad*rnd.uniform(0.7,1.05)\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\n\ndef broadleaf(x,y,h,seed,warm=False):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    base=Vector((x,y,z0-0.3))\n    trunkh=h*0.42\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\n    tips=[]\n    def branch(p0,d,length,rad,depth):\n        p1=p0+d*length\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\n        if depth==0:\n            tips.append(p1); return\n        for k in range(rnd.choice([2,2,3])):\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\n    for k in range(3):\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\n        branch(top,d,h*0.30,h*0.034,2)\n    for i,p in enumerate(tips):\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\n\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\n\nrandom.seed(42)\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\n    conifer(*a)\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\n    broadleaf(*a)\nresult={\"trees\":len(bpy.data.collections['Trees'].objects)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}", "parse_error": null}], "tokens_in": 43187, "tokens_out": 2322, "cost_usd": 0.0805955, "cached_tokens": 43021, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:18:49.489667+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\n    tmp=bmesh.new()\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\n    for v in tmp.verts:\n        if jitter:\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\n            v.co += v.co.normalized()*n*jitter*r\n        v.co += Vector(center)\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\n    for f in tmp.faces:\n        try: bm.faces.new([vmap[v] for v in f.verts])\n        except ValueError: pass\n    tmp.free()\n\ndef conifer(x,y,h,seed):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\n    nlayer=int(h*2.1)\n    for i in range(nlayer):\n        t=i/(nlayer-1)\n        zz=z0+h*(0.16+0.80*t)\n        rad=h*0.30*(1.0-t*0.88)+0.10\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\n        nb=max(4,int(9-6*t))\n        for b in range(nb):\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\n            rr=rad*rnd.uniform(0.7,1.05)\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\n\ndef broadleaf(x,y,h,seed,warm=False):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    base=Vector((x,y,z0-0.3))\n    trunkh=h*0.42\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\n    tips=[]\n    def branch(p0,d,length,rad,depth):\n        p1=p0+d*length\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\n        if depth==0:\n            tips.append(p1); return\n        for k in range(rnd.choice([2,2,3])):\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\n    for k in range(3):\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\n        branch(top,d,h*0.30,h*0.034,2)\n    for i,p in enumerate(tips):\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\n\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\n\nrandom.seed(42)\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\n    conifer(*a)\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\n    broadleaf(*a)\nresult={\"trees\":len(bpy.data.collections['Trees'].objects)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:18:49.489667+00:00", "type": "tool_call", "id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\n    tmp=bmesh.new()\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\n    for v in tmp.verts:\n        if jitter:\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\n            v.co += v.co.normalized()*n*jitter*r\n        v.co += Vector(center)\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\n    for f in tmp.faces:\n        try: bm.faces.new([vmap[v] for v in f.verts])\n        except ValueError: pass\n    tmp.free()\n\ndef conifer(x,y,h,seed):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\n    nlayer=int(h*2.1)\n    for i in range(nlayer):\n        t=i/(nlayer-1)\n        zz=z0+h*(0.16+0.80*t)\n        rad=h*0.30*(1.0-t*0.88)+0.10\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\n        nb=max(4,int(9-6*t))\n        for b in range(nb):\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\n            rr=rad*rnd.uniform(0.7,1.05)\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\n\ndef broadleaf(x,y,h,seed,warm=False):\n    rnd=random.Random(seed)\n    z0=tz(x,y)\n    bmT=bmesh.new(); bmF=bmesh.new()\n    base=Vector((x,y,z0-0.3))\n    trunkh=h*0.42\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\n    tips=[]\n    def branch(p0,d,length,rad,depth):\n        p1=p0+d*length\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\n        if depth==0:\n            tips.append(p1); return\n        for k in range(rnd.choice([2,2,3])):\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\n    for k in range(3):\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\n        branch(top,d,h*0.30,h*0.034,2)\n    for i,p in enumerate(tips):\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\n\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\n\nrandom.seed(42)\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\n    conifer(*a)\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\n    broadleaf(*a)\nresult={\"trees\":len(bpy.data.collections['Trees'].objects)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}
{"ts": "2026-07-26T01:18:50.647444+00:00", "type": "tool_result", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:19:11.137076+00:00", "type": "llm_call", "call_index": 22, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:18:50.648444+00:00", "finished_at": "2026-07-26T01:19:11.137076+00:00", "duration_s": 20.484999999999673, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:18:50.648444+00:00", "finished_at": "2026-07-26T01:19:11.135554+00:00", "duration_s": 20.484999999999673, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "92008", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` 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Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" details, starting with the rocks and shore.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" details, starting with the rocks and shore.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_nam\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"espace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmes\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"h.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" -9.5<x<-1.0 and -3.5<y<0.5: continue\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uni\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"form(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"< pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\": continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrn\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"d=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(V\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,y\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"v,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','B\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028729-eoQQozFUlgGuo9CgGxvo\",\"object\":\"chat.completion.chunk\",\"created\":1785028729,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":45543,\"completion_tokens\":1838,\"total_tokens\":47381,\"cost\":0.0822775,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":43185,\"cache_write_tokens\":2356,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0822775,\"upstream_inference_prompt_cost\":0.0363275,\"upstream_inference_completions_cost\":0.04595},\"completion_tokens_details\":{\"reasoning_tokens\":68,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "b771ad30ac24ba172487eca0bd9da5df7c715d72bc5469f6f47d116906791f1a"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nico=dn['icosphere']\n\nPOND_C=Vector((0.0,7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\n\n# ---- Rocks around shore & scattered ----\nrnd=random.Random(101)\nbm=bmesh.new()\nfor i in range(90):\n    th=rnd.uniform(-math.pi,math.pi)\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\n    s=rnd.uniform(0.16,0.55)\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\nfor i in range(40):\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\n    s=rnd.uniform(0.2,0.7)\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\n\n# ---- Reeds in shallow water near shore ----\nbm=bmesh.new()\nrnd=random.Random(7)\ncnt=0\nfor i in range(900):\n    th=rnd.uniform(-math.pi,math.pi)\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\n    zb=tz(x,y)\n    if zb>0.1 or zb<-0.75: continue\n    h=rnd.uniform(0.5,1.1)\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\n    cnt+=1\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\n\n# ---- Grass tufts / bushes on land ----\nbm=bmesh.new()\nrnd=random.Random(202)\nfor i in range(220):\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\n    d=(Vector((x,y))-POND_C).length\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\n    s=rnd.uniform(0.22,0.62)\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\n\n# ---- Firewood pile beside cabin ----\nbm=bmesh.new()\nrnd=random.Random(33)\nbx,by=-8.9,-8.0\nzb=tz(bx,by)\nfor row in range(4):\n    for k in range(5):\n        z=zb+0.13+row*0.24\n        yv=by-0.55+k*0.28\n        xo=rnd.uniform(-0.05,0.05)\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\n# axe stump\nbm=bmesh.new()\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\n\nresult={\"reeds\":cnt}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}", "parse_error": null}], "tokens_in": 45543, "tokens_out": 1838, "cost_usd": 0.0822775, "cached_tokens": 43185, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:19:11.141822+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nico=dn['icosphere']\n\nPOND_C=Vector((0.0,7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\n\n# ---- Rocks around shore & scattered ----\nrnd=random.Random(101)\nbm=bmesh.new()\nfor i in range(90):\n    th=rnd.uniform(-math.pi,math.pi)\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\n    s=rnd.uniform(0.16,0.55)\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\nfor i in range(40):\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\n    s=rnd.uniform(0.2,0.7)\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\n\n# ---- Reeds in shallow water near shore ----\nbm=bmesh.new()\nrnd=random.Random(7)\ncnt=0\nfor i in range(900):\n    th=rnd.uniform(-math.pi,math.pi)\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\n    zb=tz(x,y)\n    if zb>0.1 or zb<-0.75: continue\n    h=rnd.uniform(0.5,1.1)\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\n    cnt+=1\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\n\n# ---- Grass tufts / bushes on land ----\nbm=bmesh.new()\nrnd=random.Random(202)\nfor i in range(220):\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\n    d=(Vector((x,y))-POND_C).length\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\n    s=rnd.uniform(0.22,0.62)\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\n\n# ---- Firewood pile beside cabin ----\nbm=bmesh.new()\nrnd=random.Random(33)\nbx,by=-8.9,-8.0\nzb=tz(bx,by)\nfor row in range(4):\n    for k in range(5):\n        z=zb+0.13+row*0.24\n        yv=by-0.55+k*0.28\n        xo=rnd.uniform(-0.05,0.05)\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\n# axe stump\nbm=bmesh.new()\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\n\nresult={\"reeds\":cnt}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:19:11.142344+00:00", "type": "tool_call", "id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nico=dn['icosphere']\n\nPOND_C=Vector((0.0,7.0))\ndef pond_radius(theta):\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\n\n# ---- Rocks around shore & scattered ----\nrnd=random.Random(101)\nbm=bmesh.new()\nfor i in range(90):\n    th=rnd.uniform(-math.pi,math.pi)\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\n    s=rnd.uniform(0.16,0.55)\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\nfor i in range(40):\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\n    s=rnd.uniform(0.2,0.7)\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\n\n# ---- Reeds in shallow water near shore ----\nbm=bmesh.new()\nrnd=random.Random(7)\ncnt=0\nfor i in range(900):\n    th=rnd.uniform(-math.pi,math.pi)\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\n    zb=tz(x,y)\n    if zb>0.1 or zb<-0.75: continue\n    h=rnd.uniform(0.5,1.1)\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\n    cnt+=1\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\n\n# ---- Grass tufts / bushes on land ----\nbm=bmesh.new()\nrnd=random.Random(202)\nfor i in range(220):\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\n    d=(Vector((x,y))-POND_C).length\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\n    s=rnd.uniform(0.22,0.62)\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\n\n# ---- Firewood pile beside cabin ----\nbm=bmesh.new()\nrnd=random.Random(33)\nbx,by=-8.9,-8.0\nzb=tz(bx,by)\nfor row in range(4):\n    for k in range(5):\n        z=zb+0.13+row*0.24\n        yv=by-0.55+k*0.28\n        xo=rnd.uniform(-0.05,0.05)\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\n# axe stump\nbm=bmesh.new()\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\n\nresult={\"reeds\":cnt}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}
{"ts": "2026-07-26T01:19:12.229800+00:00", "type": "tool_result", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:19:36.430804+00:00", "type": "llm_call", "call_index": 23, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:19:12.230809+00:00", "finished_at": "2026-07-26T01:19:36.430804+00:00", "duration_s": 24.20300000000043, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:19:12.230809+00:00", "finished_at": "2026-07-26T01:19:36.429791+00:00", "duration_s": 24.20300000000043, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "95210", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        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\",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        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Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. 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{\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World:\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='N\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); sc\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205de\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"g, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool s\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT');\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.obj\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.foc\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"us_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport m\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"athutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028751-48WDl8HT9UpLthDvJFE9\",\"object\":\"chat.completion.chunk\",\"created\":1785028751,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"l_rna.properties['look'].enum_items][:12]}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: 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Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":47360,\"completion_tokens\":1878,\"total_tokens\":49238,\"cost\":0.08108675,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":45541,\"cache_write_tokens\":1817,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.08108675,\"upstream_inference_prompt_cost\":0.03413675,\"upstream_inference_completions_cost\":0.04695},\"completion_tokens_details\":{\"reasoning_tokens\":62,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "d2aa2d0ef26e2bb5ecda12c3f31a236835a541d80fc13ac0d009ff3a56829dd1"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\nscene=bpy.context.scene\ndn=bpy.app.driver_namespace; link=dn['link']\n\n# ---------- World: warm dusk sky ----------\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\nw.use_nodes=True; nt=w.node_tree\nfor n in list(nt.nodes): nt.nodes.remove(n)\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\nsky.sky_type='NISHITA'\nsky.sun_elevation=math.radians(7.5)\nsky.sun_rotation=math.radians(205)\nsky.sun_intensity=0.35\nsky.altitude=180\nsky.air_density=1.5\nsky.dust_density=3.2\nsky.ozone_density=1.0\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\nbg.inputs['Strength'].default_value=0.85\nnt.links.new(bg.outputs[0], out.inputs[0])\n\n# ---------- Sun ----------\nsd=bpy.data.lights.new('Sun','SUN')\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\n# direction matching sky: sun_rotation 205deg, elevation 7.5\nel=math.radians(9.0); az=math.radians(205)\nsun.rotation_euler=(math.radians(90)-el, 0, az)\nsun.location=(0,0,20)\n\n# fill: cool sky bounce from opposite\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\n\n# interior warm lamp\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\np.location=(-5.0,-6.8,2.9)\n\n# porch lantern\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\nla.location=(-4.0,-2.35,3.1)\n\n# ---------- Camera ----------\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\ncam.location=(12.8,-15.5,6.4)\ntarget=Vector((-2.4,0.5,2.2))\nd=(target-Vector(cam.location))\nimport mathutils\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\nscene.camera=cam\n\nscene.render.film_transparent=False\nscene.cycles.max_bounces=8\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\nresult={\"cam_rot\":[round(math.degrees(a),1) for a in cam.rotation_euler], \"vt\":scene.view_settings.view_transform, \"looks\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}", "parse_error": null}], "tokens_in": 47360, "tokens_out": 1878, "cost_usd": 0.08108675, "cached_tokens": 45541, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:19:36.435250+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\nscene=bpy.context.scene\ndn=bpy.app.driver_namespace; link=dn['link']\n\n# ---------- World: warm dusk sky ----------\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\nw.use_nodes=True; nt=w.node_tree\nfor n in list(nt.nodes): nt.nodes.remove(n)\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\nsky.sky_type='NISHITA'\nsky.sun_elevation=math.radians(7.5)\nsky.sun_rotation=math.radians(205)\nsky.sun_intensity=0.35\nsky.altitude=180\nsky.air_density=1.5\nsky.dust_density=3.2\nsky.ozone_density=1.0\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\nbg.inputs['Strength'].default_value=0.85\nnt.links.new(bg.outputs[0], out.inputs[0])\n\n# ---------- Sun ----------\nsd=bpy.data.lights.new('Sun','SUN')\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\n# direction matching sky: sun_rotation 205deg, elevation 7.5\nel=math.radians(9.0); az=math.radians(205)\nsun.rotation_euler=(math.radians(90)-el, 0, az)\nsun.location=(0,0,20)\n\n# fill: cool sky bounce from opposite\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\n\n# interior warm lamp\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\np.location=(-5.0,-6.8,2.9)\n\n# porch lantern\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\nla.location=(-4.0,-2.35,3.1)\n\n# ---------- Camera ----------\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\ncam.location=(12.8,-15.5,6.4)\ntarget=Vector((-2.4,0.5,2.2))\nd=(target-Vector(cam.location))\nimport mathutils\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\nscene.camera=cam\n\nscene.render.film_transparent=False\nscene.cycles.max_bounces=8\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\nresult={\"cam_rot\":[round(math.degrees(a),1) for a in cam.rotation_euler], \"vt\":scene.view_settings.view_transform, \"looks\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:19:36.435250+00:00", "type": "tool_call", "id": "toolu_01T555v2DBxK8gtbPZ39juzR", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\nscene=bpy.context.scene\ndn=bpy.app.driver_namespace; link=dn['link']\n\n# ---------- World: warm dusk sky ----------\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\nw.use_nodes=True; nt=w.node_tree\nfor n in list(nt.nodes): nt.nodes.remove(n)\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\nsky.sky_type='NISHITA'\nsky.sun_elevation=math.radians(7.5)\nsky.sun_rotation=math.radians(205)\nsky.sun_intensity=0.35\nsky.altitude=180\nsky.air_density=1.5\nsky.dust_density=3.2\nsky.ozone_density=1.0\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\nbg.inputs['Strength'].default_value=0.85\nnt.links.new(bg.outputs[0], out.inputs[0])\n\n# ---------- Sun ----------\nsd=bpy.data.lights.new('Sun','SUN')\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\n# direction matching sky: sun_rotation 205deg, elevation 7.5\nel=math.radians(9.0); az=math.radians(205)\nsun.rotation_euler=(math.radians(90)-el, 0, az)\nsun.location=(0,0,20)\n\n# fill: cool sky bounce from opposite\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\n\n# interior warm lamp\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\np.location=(-5.0,-6.8,2.9)\n\n# porch lantern\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\nla.location=(-4.0,-2.35,3.1)\n\n# ---------- Camera ----------\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\ncam.location=(12.8,-15.5,6.4)\ntarget=Vector((-2.4,0.5,2.2))\nd=(target-Vector(cam.location))\nimport mathutils\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\nscene.camera=cam\n\nscene.render.film_transparent=False\nscene.cycles.max_bounces=8\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\nresult={\"cam_rot\":[round(math.degrees(a),1) for a in cam.rotation_euler], \"vt\":scene.view_settings.view_transform, \"looks\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}
{"ts": "2026-07-26T01:19:36.644377+00:00", "type": "tool_result", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "name": "execute_blender_code", "text": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:19:40.984195+00:00", "type": "llm_call", "call_index": 24, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:19:36.646485+00:00", "finished_at": "2026-07-26T01:19:40.983187+00:00", "duration_s": 4.32799999999952, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:19:36.646485+00:00", "finished_at": "2026-07-26T01:19:40.982661+00:00", "duration_s": 4.32799999999952, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "98900", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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{"ts": "2026-07-26T01:19:41.032307+00:00", "type": "tool_result", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:19:55.141533+00:00", "type": "llm_call", "call_index": 25, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:19:41.032834+00:00", "finished_at": "2026-07-26T01:19:55.141533+00:00", "duration_s": 14.109999999999673, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. 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The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene 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\"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in 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mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:19:41.032834+00:00", "finished_at": "2026-07-26T01:19:55.139521+00:00", "duration_s": 14.109999999999673, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "100396", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. 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Vector\nscene=bpy.context.scene\ndn=bpy.app.driver_namespace; link=dn['link']\n\nw=bpy.data.worlds['SkyWorld']; scene.world=w\nnt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sky_type='MULTIPLE_SCATTERING'\nsky.sun_elevation=math.radians(7.5)\nsky.sun_rotation=math.radians(205)\nsky.sun_intensity=0.3\nsky.sun_disc=True\nsky.altitude=180\nsky.air_density=1.6\nsky.aerosol_density=3.5\nsky.ozone_density=1.0\nbg.inputs['Strength'].default_value=0.9\n\nsd=bpy.data.lights.new('Sun','SUN')\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\nel=math.radians(9.5); az=math.radians(205)\nsun.rotation_euler=(math.radians(90)-el, 0, az)\nsun.location=(0,0,20)\n\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\n\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\np.location=(-5.0,-6.8,2.9)\n\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\nla.location=(-4.0,-2.35,3.1)\n\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\ncam.location=(12.8,-15.5,6.4)\ntarget=Vector((-2.4,0.5,2.2))\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\nscene.camera=cam\nscene.cycles.max_bounces=8\nresult={\"looks\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\n        \"vts\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}", "parse_error": null}], "tokens_in": 49683, "tokens_out": 1287, "cost_usd": 0.0600615, "cached_tokens": 49153, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:19:55.147121+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\nscene=bpy.context.scene\ndn=bpy.app.driver_namespace; link=dn['link']\n\nw=bpy.data.worlds['SkyWorld']; scene.world=w\nnt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sky_type='MULTIPLE_SCATTERING'\nsky.sun_elevation=math.radians(7.5)\nsky.sun_rotation=math.radians(205)\nsky.sun_intensity=0.3\nsky.sun_disc=True\nsky.altitude=180\nsky.air_density=1.6\nsky.aerosol_density=3.5\nsky.ozone_density=1.0\nbg.inputs['Strength'].default_value=0.9\n\nsd=bpy.data.lights.new('Sun','SUN')\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\nel=math.radians(9.5); az=math.radians(205)\nsun.rotation_euler=(math.radians(90)-el, 0, az)\nsun.location=(0,0,20)\n\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\n\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\np.location=(-5.0,-6.8,2.9)\n\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\nla.location=(-4.0,-2.35,3.1)\n\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\ncam.location=(12.8,-15.5,6.4)\ntarget=Vector((-2.4,0.5,2.2))\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\nscene.camera=cam\nscene.cycles.max_bounces=8\nresult={\"looks\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\n        \"vts\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:19:55.147121+00:00", "type": "tool_call", "id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\nscene=bpy.context.scene\ndn=bpy.app.driver_namespace; link=dn['link']\n\nw=bpy.data.worlds['SkyWorld']; scene.world=w\nnt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sky_type='MULTIPLE_SCATTERING'\nsky.sun_elevation=math.radians(7.5)\nsky.sun_rotation=math.radians(205)\nsky.sun_intensity=0.3\nsky.sun_disc=True\nsky.altitude=180\nsky.air_density=1.6\nsky.aerosol_density=3.5\nsky.ozone_density=1.0\nbg.inputs['Strength'].default_value=0.9\n\nsd=bpy.data.lights.new('Sun','SUN')\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\nel=math.radians(9.5); az=math.radians(205)\nsun.rotation_euler=(math.radians(90)-el, 0, az)\nsun.location=(0,0,20)\n\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\n\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\np.location=(-5.0,-6.8,2.9)\n\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\nla.location=(-4.0,-2.35,3.1)\n\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\ncam.location=(12.8,-15.5,6.4)\ntarget=Vector((-2.4,0.5,2.2))\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\nscene.camera=cam\nscene.cycles.max_bounces=8\nresult={\"looks\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\n        \"vts\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}
{"ts": "2026-07-26T01:19:55.480425+00:00", "type": "tool_result", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:20:00.555597+00:00", "type": "llm_call", "call_index": 26, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:19:55.482460+00:00", "finished_at": "2026-07-26T01:20:00.555597+00:00", "duration_s": 5.078000000000429, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:19:55.482460+00:00", "finished_at": "2026-07-26T01:20:00.553082+00:00", "duration_s": 5.078000000000429, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "103055", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        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bpy\nvs=bpy.context.scene.view_settings\nresult={\"vt\":vs.view_transform,\"look\":vs.look,\"exposure\":vs.exposure,\"gamma\":vs.gamma,\n        \"display\":bpy.context.scene.display_settings.display_device}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}", "parse_error": null}], "tokens_in": 50983, "tokens_out": 191, "cost_usd": 0.0377505, "cached_tokens": 49681, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:20:00.560222+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nvs=bpy.context.scene.view_settings\nresult={\"vt\":vs.view_transform,\"look\":vs.look,\"exposure\":vs.exposure,\"gamma\":vs.gamma,\n        \"display\":bpy.context.scene.display_settings.display_device}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:20:00.560222+00:00", "type": "tool_call", "id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nvs=bpy.context.scene.view_settings\nresult={\"vt\":vs.view_transform,\"look\":vs.look,\"exposure\":vs.exposure,\"gamma\":vs.gamma,\n        \"display\":bpy.context.scene.display_settings.display_device}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}
{"ts": "2026-07-26T01:20:00.615078+00:00", "type": "tool_result", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:20:06.336304+00:00", "type": "llm_call", "call_index": 27, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:20:00.617080+00:00", "finished_at": "2026-07-26T01:20:06.336304+00:00", "duration_s": 5.719000000000051, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:20:00.617080+00:00", "finished_at": "2026-07-26T01:20:06.333790+00:00", "duration_s": 5.719000000000051, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "103729", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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{"ts": "2026-07-26T01:20:06.340852+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nvs=bpy.context.scene.view_settings\nres={}\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\n    try:\n        vs.view_transform=cand; res['vt']=cand; break\n    except Exception as e:\n        res[cand]=str(e)[:60]\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\n    try:\n        vs.look=cand; res['look']=cand; break\n    except Exception as e:\n        res['L_'+cand]=str(e)[:60]\nresult=res\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:20:06.340852+00:00", "type": "tool_call", "id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nvs=bpy.context.scene.view_settings\nres={}\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\n    try:\n        vs.view_transform=cand; res['vt']=cand; break\n    except Exception as e:\n        res[cand]=str(e)[:60]\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\n    try:\n        vs.look=cand; res['look']=cand; break\n    except Exception as e:\n        res['L_'+cand]=str(e)[:60]\nresult=res\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}
{"ts": "2026-07-26T01:20:07.036394+00:00", "type": "tool_result", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:20:10.706105+00:00", "type": "llm_call", "call_index": 28, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:20:07.036394+00:00", "finished_at": "2026-07-26T01:20:10.705595+00:00", "duration_s": 3.6719999999995707, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:20:07.036394+00:00", "finished_at": "2026-07-26T01:20:10.703595+00:00", "duration_s": 3.6719999999995707, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "104595", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a 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{"ts": "2026-07-26T01:21:27.561457+00:00", "type": "llm_call", "call_index": 29, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:21:21.590662+00:00", "finished_at": "2026-07-26T01:21:27.560455+00:00", "duration_s": 5.967999999999847, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. 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Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:21:21.590662+00:00", "finished_at": "2026-07-26T01:21:27.559449+00:00", "duration_s": 5.967999999999847, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "105103", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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{"ts": "2026-07-26T01:21:40.764157+00:00", "type": "llm_call", "call_index": 30, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:21:35.623576+00:00", "finished_at": "2026-07-26T01:21:40.763628+00:00", "duration_s": 5.140999999999622, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene 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\"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:21:35.623576+00:00", "finished_at": "2026-07-26T01:21:40.762613+00:00", "duration_s": 5.140999999999622, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "105762", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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{"ts": "2026-07-26T01:21:40.767672+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "name": "jump_to_tab_by_name", "arguments": {"name": "Rendering"}, "raw_arguments": "{\"name\": \"Rendering\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:21:40.767672+00:00", "type": "tool_call", "id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "name": "jump_to_tab_by_name", "arguments": {"name": "Rendering"}, "raw_arguments": "{\"name\": \"Rendering\"}"}
{"ts": "2026-07-26T01:21:40.823909+00:00", "type": "tool_result", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "name": "jump_to_tab_by_name", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:21:44.123745+00:00", "type": "llm_call", "call_index": 31, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:21:40.824904+00:00", "finished_at": "2026-07-26T01:21:44.123745+00:00", "duration_s": 3.29700000000048, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:21:40.824904+00:00", "finished_at": "2026-07-26T01:21:44.122144+00:00", "duration_s": 3.29700000000048, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "106197", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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"no-cache", "x-generation-id": "gen-1785028899-5iQ12rFWrj2iaFbmHw6z", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "server": "cloudflare", "cf-ray": "a20f96be3c1e04ad-MAD"}, "body": ": OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028899-5iQ12rFWrj2iaFbmHw6z\",\"object\":\"chat.completion.chunk\",\"created\":1785028899,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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{"ts": "2026-07-26T01:21:44.126265+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:21:44.126265+00:00", "type": "tool_call", "id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}
{"ts": "2026-07-26T01:21:45.510502+00:00", "type": "tool_result", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "name": "get_screenshot_of_area_as_image", "text": "", "is_error": false, "has_image": true, "image_ref": "screenshots/ca5599aa5519b739.png"}
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{"ts": "2026-07-26T01:21:57.708664+00:00", "type": "llm_call", "call_index": 32, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:21:45.516043+00:00", "finished_at": "2026-07-26T01:21:57.707155+00:00", "duration_s": 12.186999999999898, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:21:45.516043+00:00", "finished_at": "2026-07-26T01:21:57.700035+00:00", "duration_s": 12.186999999999898, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "1008491", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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{"ts": "2026-07-26T01:21:57.725944+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\ns=bpy.context.scene\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_elevation=math.radians(15.0)\nsky.sun_rotation=math.radians(200)\nsky.sun_intensity=0.6\nsky.aerosol_density=2.0\nsky.air_density=1.2\nbg.inputs['Strength'].default_value=1.6\n\nsun=bpy.data.objects['Sun']\nsun.data.energy=6.5\nsun.data.color=(1.0,0.78,0.52)\nel=math.radians(16.0); az=math.radians(200)\nsun.rotation_euler=(math.radians(90)-el,0,az)\nbpy.data.objects['Fill'].data.energy=400\ns.view_settings.exposure=0.6\ns.render.filepath='C:/tmp/bb_prev2.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:21:57.725944+00:00", "type": "tool_call", "id": "toolu_0191qz4TADBpa59RDBRuANJo", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\ns=bpy.context.scene\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_elevation=math.radians(15.0)\nsky.sun_rotation=math.radians(200)\nsky.sun_intensity=0.6\nsky.aerosol_density=2.0\nsky.air_density=1.2\nbg.inputs['Strength'].default_value=1.6\n\nsun=bpy.data.objects['Sun']\nsun.data.energy=6.5\nsun.data.color=(1.0,0.78,0.52)\nel=math.radians(16.0); az=math.radians(200)\nsun.rotation_euler=(math.radians(90)-el,0,az)\nbpy.data.objects['Fill'].data.energy=400\ns.view_settings.exposure=0.6\ns.render.filepath='C:/tmp/bb_prev2.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:22:06.534034+00:00", "type": "tool_result", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:22:11.032259+00:00", "type": "llm_call", "call_index": 33, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:22:06.534034+00:00", "finished_at": "2026-07-26T01:22:11.031042+00:00", "duration_s": 4.5, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:22:06.535333+00:00", "finished_at": "2026-07-26T01:22:11.023897+00:00", "duration_s": 4.5, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "1009570", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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{"ts": "2026-07-26T01:22:11.051186+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:22:11.051186+00:00", "type": "tool_call", "id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}
{"ts": "2026-07-26T01:22:12.515652+00:00", "type": "tool_result", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "name": "get_screenshot_of_area_as_image", "text": "", "is_error": false, "has_image": true, "image_ref": "screenshots/29b92258c420706a.png"}
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{"ts": "2026-07-26T01:23:27.675157+00:00", "type": "llm_call", "call_index": 34, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:22:12.521221+00:00", "finished_at": "2026-07-26T01:23:27.675157+00:00", "duration_s": 75.14099999999962, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:22:12.521221+00:00", "finished_at": "2026-07-26T01:23:27.664070+00:00", "duration_s": 75.14099999999962, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "1934608", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        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\",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace 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Moving the camera north seems simpler, so I'm\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" thinking of positioning it around (9.5, 16.5, 6.0) looking toward the cabin\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" thinking of positioning it around (9.5, 16.5, 6.0) looking toward the cabin\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\", which would give a good viewing distance and angle.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\", which would give a good viewing distance and angle.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nNow\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nNow\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" I'm checking the sight lines to make sure trees don't block the view—\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" I'm checking the sight lines to make sure trees don't block the view—\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"tracing from the camera position through the scene, the dock\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"tracing from the camera position through the scene, the dock\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" ends up nicely in the mid-ground, and the trees along the path\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" ends up nicely in the mid-ground, and the trees along the path\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" don't interfere. For lighting, I want the sun positioned\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" don't interfere. For lighting, I want the sun positioned\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" northwest so the cabin's front face gets warm\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" northwest so the cabin's front face gets warm\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\", directional light coming from behind and to the side of\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\", directional light coming from behind and to the side of\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the camera.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the camera.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nCalculating\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nCalculating\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" sun light direction...\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" sun light direction...\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" +\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" +\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"Y faces strongly and +X slightly. The chimney on the west side would\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"Y faces strongly and +X slightly. The chimney on the west side would\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" barely show from the northeast camera angle, so I need to rec\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" barely show from the northeast camera angle, so I need to rec\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"onsider the lighting direction to make it more visible.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"onsider the lighting direction to make it more visible.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nLet\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nLet\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" me try positioning the camera to the northwest instead, looking at the cabin from\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" me try positioning the camera to the northwest instead, looking at the cabin from\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" an angle where I can see both the front porch and the west face\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" an angle where I can see both the front porch and the west face\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" with the chimney. I'm checking the sight lines\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" with the chimney. I'm checking the sight lines\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" from this new camera position to make sure trees don't block the view —\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" from this new camera position to make sure trees don't block the view —\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" there's a tree near the path that could frame nicely,\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" there's a tree near the path that could frame nicely,\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" and the other trees are far enough away to not obstruct the cabin itself\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" and the other trees are far enough away to not obstruct the cabin itself\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\".\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\".\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nNow\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nNow\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" I'm calculating whether the dock would actually be visible in frame\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" I'm calculating whether the dock would actually be visible in frame\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" from this angle. The camera is mostly looking toward the south, so I need to check if the dock at\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" from this angle. The camera is mostly looking toward the south, so I need to check if the dock at\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the eastern edge would fall within the field of view or get cut off to\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the eastern edge would fall within the field of view or get cut off to\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the side.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the side.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nActually\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nActually\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\", I think it's simpler to move the chimney to the east side of the cabin instead. That\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\", I think it's simpler to move the chimney to the east side of the cabin instead. That\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" way I can use a northeast camera angle that captures both the front\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" way I can use a northeast camera angle that captures both the front\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" porch and the chimney end nicely, with the dock sitting right there in the foreground to the east. But I\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" porch and the chimney end nicely, with the dock sitting right there in the foreground to the east. But I\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" need to check what happened to that right-side window\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" need to check what happened to that right-side window\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" I had placed on the east wall.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" I had placed on the east wall.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nNow\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nNow\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" I'm repositioning the chimney to the east gable and checking sight lines from a northeast camera\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" I'm repositioning the chimney to the east gable and checking sight lines from a northeast camera\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" position. The tree near the camera is actually blocking the view,\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" position. The tree near the camera is actually blocking the view,\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" so I'll need to move or remove it. I'm also verifying that nothing else ob\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" so I'll need to move or remove it. I'm also verifying that nothing else ob\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"structs the line of sight to the cabin from this angle.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"structs the line of sight to the cabin from this angle.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nI\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nI\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"'ll relocate that problematic tree from its current position to somewhere cle\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"'ll relocate that problematic tree from its current position to somewhere cle\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"arer, and adjust the window placement on the wall to avoid the chimney foot\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"arer, and adjust the window placement on the wall to avoid the chimney foot\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"print entirely.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"print entirely.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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{\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom m\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"athutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.dri\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef st\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER 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rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\", 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"m in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785028931-99RUptXXzUY5MuAHbbb3\",\"object\":\"chat.completion.chunk\",\"created\":1785028931,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":56444,\"completion_tokens\":5690,\"total_tokens\":62134,\"cost\":0.181774,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":54478,\"cache_write_tokens\":1964,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.181774,\"upstream_inference_prompt_cost\":0.039524,\"upstream_inference_completions_cost\":0.14225},\"completion_tokens_details\":{\"reasoning_tokens\":891,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "ba625d7f156e2bd4803549c261d667acd5da10ae78083dd07a277d9f7cf87317"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\n\n# remove old chimney, rebuild on east (+X) side\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\n\nCX = X1+0.60\nCY = -7.55\nCTOP = APEX + 1.45\nzbase = tz(CX,CY)-0.7\nbm=bmesh.new()\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\n    rnd=random.Random(seed); z=zb\n    while z < zt:\n        h=rnd.uniform(0.16,0.26)\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\n        for i in range(nx):\n            for j in range(ny):\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\n                px = cx-hw + 2*hw*(i+0.5)/nx\n                py = cy-hd + 2*hd*(j+0.5)/ny\n                s = rnd.uniform(0.26,0.40)\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\n        z+=h\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\nadd_mesh('Chimney', bm,'Cabin','Stone')\n\n# move X1 window clear of chimney footprint: rebuild windows objects\nfor nm in ('WindowGlass','WindowFrames'):\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\n\nWINS = [\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\n]\nbmg=bmesh.new(); bmf=bmesh.new()\nfor c,s,ax in WINS:\n    box(bmg,c,s)\n    if ax=='Y':\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\n    else:\n        sx = 0.02 if c[0]>X0 else -0.02\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\n\n# move blocking tree\nfor nm in ('BroTrunk14','BroLeaf14'):\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\nresult={\"CTOP\":CTOP}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}", "parse_error": null}], "tokens_in": 56444, "tokens_out": 5690, "cost_usd": 0.181774, "cached_tokens": 54478, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:23:27.712620+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\n\n# remove old chimney, rebuild on east (+X) side\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\n\nCX = X1+0.60\nCY = -7.55\nCTOP = APEX + 1.45\nzbase = tz(CX,CY)-0.7\nbm=bmesh.new()\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\n    rnd=random.Random(seed); z=zb\n    while z < zt:\n        h=rnd.uniform(0.16,0.26)\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\n        for i in range(nx):\n            for j in range(ny):\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\n                px = cx-hw + 2*hw*(i+0.5)/nx\n                py = cy-hd + 2*hd*(j+0.5)/ny\n                s = rnd.uniform(0.26,0.40)\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\n        z+=h\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\nadd_mesh('Chimney', bm,'Cabin','Stone')\n\n# move X1 window clear of chimney footprint: rebuild windows objects\nfor nm in ('WindowGlass','WindowFrames'):\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\n\nWINS = [\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\n]\nbmg=bmesh.new(); bmf=bmesh.new()\nfor c,s,ax in WINS:\n    box(bmg,c,s)\n    if ax=='Y':\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\n    else:\n        sx = 0.02 if c[0]>X0 else -0.02\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\n\n# move blocking tree\nfor nm in ('BroTrunk14','BroLeaf14'):\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\nresult={\"CTOP\":CTOP}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:23:27.712620+00:00", "type": "tool_call", "id": "toolu_01NobQafrDACGoSBF7Ry13gr", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\n\n# remove old chimney, rebuild on east (+X) side\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\n\nCX = X1+0.60\nCY = -7.55\nCTOP = APEX + 1.45\nzbase = tz(CX,CY)-0.7\nbm=bmesh.new()\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\n    rnd=random.Random(seed); z=zb\n    while z < zt:\n        h=rnd.uniform(0.16,0.26)\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\n        for i in range(nx):\n            for j in range(ny):\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\n                px = cx-hw + 2*hw*(i+0.5)/nx\n                py = cy-hd + 2*hd*(j+0.5)/ny\n                s = rnd.uniform(0.26,0.40)\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\n        z+=h\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\nadd_mesh('Chimney', bm,'Cabin','Stone')\n\n# move X1 window clear of chimney footprint: rebuild windows objects\nfor nm in ('WindowGlass','WindowFrames'):\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\n\nWINS = [\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\n]\nbmg=bmesh.new(); bmf=bmesh.new()\nfor c,s,ax in WINS:\n    box(bmg,c,s)\n    if ax=='Y':\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\n    else:\n        sx = 0.02 if c[0]>X0 else -0.02\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\n\n# move blocking tree\nfor nm in ('BroTrunk14','BroLeaf14'):\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\nresult={\"CTOP\":CTOP}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}
{"ts": "2026-07-26T01:23:27.856423+00:00", "type": "tool_result", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:23:40.006753+00:00", "type": "llm_call", "call_index": 35, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:23:27.857451+00:00", "finished_at": "2026-07-26T01:23:40.005242+00:00", "duration_s": 12.141000000000531, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:23:27.857451+00:00", "finished_at": "2026-07-26T01:23:39.994674+00:00", "duration_s": 12.141000000000531, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "1938208", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', 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engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        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Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` 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{\"id\":\"gen-1785029007-Q4I0KiwhjlrxFs58IbF6\",\"object\":\"chat.completion.chunk\",\"created\":1785029007,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029007-Q4I0KiwhjlrxFs58IbF6\",\"object\":\"chat.completion.chunk\",\"created\":1785029007,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of fr\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029007-Q4I0KiwhjlrxFs58IbF6\",\"object\":\"chat.completion.chunk\",\"created\":1785029007,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029007-Q4I0KiwhjlrxFs58IbF6\",\"object\":\"chat.completion.chunk\",\"created\":1785029007,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"# -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: 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('BroTrunk14','BroLeaf14'):\n    bpy.data.objects[nm].location=(0,0,0)\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\nfor nm in ('ConTrunk4','ConLeaf4'):\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\nfor nm in ('BroTrunk12','BroLeaf12'):\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\ns=bpy.context.scene\n# widen camera a bit, raise\ncam=bpy.data.objects['Camera']\ncam.location=(14.5,-17.0,7.6)\ncam.data.lens=38\ntgt=Vector((-2.6,1.0,2.4))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ns.render.filepath='C:/tmp/bb_prev3.png'\nbpy.ops.render.render(write_still=True)\nresult={\"d\":round((tgt-Vector(cam.location)).length,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}", "parse_error": null}], "tokens_in": 58551, "tokens_out": 746, "cost_usd": 0.06004975, "cached_tokens": 56442, "finish_reason": "tool_calls"}, "error": 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{"ts": "2026-07-26T01:23:40.038529+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\nfor nm in ('BroTrunk14','BroLeaf14'):\n    bpy.data.objects[nm].location=(0,0,0)\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\nfor nm in ('ConTrunk4','ConLeaf4'):\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\nfor nm in ('BroTrunk12','BroLeaf12'):\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\ns=bpy.context.scene\n# widen camera a bit, raise\ncam=bpy.data.objects['Camera']\ncam.location=(14.5,-17.0,7.6)\ncam.data.lens=38\ntgt=Vector((-2.6,1.0,2.4))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ns.render.filepath='C:/tmp/bb_prev3.png'\nbpy.ops.render.render(write_still=True)\nresult={\"d\":round((tgt-Vector(cam.location)).length,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:23:40.038529+00:00", "type": "tool_call", "id": "toolu_012gY8gFbn16TYdXMmw84szv", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\nfor nm in ('BroTrunk14','BroLeaf14'):\n    bpy.data.objects[nm].location=(0,0,0)\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\nfor nm in ('ConTrunk4','ConLeaf4'):\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\nfor nm in ('BroTrunk12','BroLeaf12'):\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\ns=bpy.context.scene\n# widen camera a bit, raise\ncam=bpy.data.objects['Camera']\ncam.location=(14.5,-17.0,7.6)\ncam.data.lens=38\ntgt=Vector((-2.6,1.0,2.4))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ns.render.filepath='C:/tmp/bb_prev3.png'\nbpy.ops.render.render(write_still=True)\nresult={\"d\":round((tgt-Vector(cam.location)).length,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}
{"ts": "2026-07-26T01:23:48.425492+00:00", "type": "tool_result", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:23:53.009554+00:00", "type": "llm_call", "call_index": 36, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:23:48.427009+00:00", "finished_at": "2026-07-26T01:23:53.008050+00:00", "duration_s": 4.594000000000051, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:23:48.427009+00:00", "finished_at": "2026-07-26T01:23:52.996890+00:00", "duration_s": 4.578000000000429, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "1939473", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        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{"ts": "2026-07-26T01:24:36.526023+00:00", "type": "llm_call", "call_index": 37, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:23:54.488740+00:00", "finished_at": "2026-07-26T01:24:36.525016+00:00", "duration_s": 42.04700000000048, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:23:54.488740+00:00", "finished_at": "2026-07-26T01:24:36.505398+00:00", "duration_s": 42.03200000000015, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "2875651", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output 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For the sun, I need\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" to adjust the light direction so the cabin's front and east sides\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" to adjust the light direction so the cabin's front and east sides\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" are lit while maintaining some rim lighting from behind,\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" are lit while maintaining some rim lighting from behind,\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" so I'll set the sun to shine from the northwest at a higher\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" so I'll set the sun to shine from the northwest at a higher\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" angle.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" angle.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nI\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nI\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"'m also going to increase exposure and sun energy to brigh\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"'m also going to increase exposure and sun energy to brigh\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"ten the scene, and I notice those pale blobs might be rocks\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"ten the scene, and I notice those pale blobs might be rocks\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" catching too much light. Before making more adjustments, I'll render at \",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" catching too much light. Before making more adjustments, I'll render at \",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"700 pixels to see the details better. The far hills\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"700 pixels to see the details better. The far hills\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" rim at dc>20 looks unnatural\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" rim at dc>20 looks unnatural\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" with that bare edge, so I should either smooth it out\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" with that bare edge, so I should either smooth it out\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" or add distant tree rows to make it feel more natural. For\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" or add distant tree rows to make it feel more natural. For\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the sun direction, I'll compute a direction vector and use track-\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the sun direction, I'll compute a direction vector and use track-\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"to instead of manually calculating the Euler rotation.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"to instead of manually calculating the Euler rotation.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" and\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" and\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" east lit, west in shadow — that gives good\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" east lit, west in shadow — that gives good\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" depth with the camera positioned northeast-ish. I'm settling\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" depth with the camera positioned northeast-ish. I'm settling\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" on a sun source from the northwest at (-18, 22, 9), which lights\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" on a sun source from the northwest at (-18, 22, 9), which lights\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the front and west faces while casting long shadows toward the east and southeast, creating nice modeling without\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the front and west faces while casting long shadows toward the east and southeast, creating nice modeling without\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the scene looking too flat.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the scene looking too flat.\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\"\\n\\nNow\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"\\n\\nNow\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" I need to make sure the sky texture's sun rotation matches this\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" I need to make sure the sky texture's sun rotation matches this\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" direction. The Blender Sky Texture uses sun_elevation and sun_rotation for\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" direction. The Blender Sky Texture uses sun_elevation and sun_rotation for\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029033-aTpxFcDPp1KWqddlcxNx\",\"object\":\"chat.completion.chunk\",\"created\":1785029033,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":\" the MULTIPLE_SCATTERING mode, so I'll set those to align with my light direction. I\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\" the MULTIPLE_SCATTERING mode, so I'll set those to align with my light direction. 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Vector\ns=bpy.context.scene\n\n# put trees back where they were (they were fine)\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\n\ncam=bpy.data.objects['Camera']\ncam.location=(11.5,16.5,7.6)\ncam.data.lens=40\ntgt=Vector((-3.2,-3.4,2.6))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ncam.data.dof.aperture_fstop=6.0\n\nsun=bpy.data.objects['Sun']\nsrc=Vector((-19.0,24.0,9.5))\nd=(Vector((0,0,0))-src).normalized()\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\nsun.location=src\nsun.data.energy=9.0\nsun.data.color=(1.0,0.76,0.50)\n\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_disc=False\nsky.sun_elevation=math.radians(13.0)\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\nbg.inputs['Strength'].default_value=1.5\ns.view_settings.exposure=0.4\n\nfill=bpy.data.objects['Fill']\nfill.location=(10,-18,14)\nfill.rotation_euler=(math.radians(140),0,0)\nfill.data.energy=350\n\ns.render.filepath='C:/tmp/bb_prev4.png'\ns.render.resolution_x=900; s.render.resolution_y=900\nbpy.ops.render.render(write_still=True)\nresult={\"dist\":round((tgt-Vector(cam.location)).length,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if 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{"ts": "2026-07-26T01:24:36.570397+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\n\n# put trees back where they were (they were fine)\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\n\ncam=bpy.data.objects['Camera']\ncam.location=(11.5,16.5,7.6)\ncam.data.lens=40\ntgt=Vector((-3.2,-3.4,2.6))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ncam.data.dof.aperture_fstop=6.0\n\nsun=bpy.data.objects['Sun']\nsrc=Vector((-19.0,24.0,9.5))\nd=(Vector((0,0,0))-src).normalized()\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\nsun.location=src\nsun.data.energy=9.0\nsun.data.color=(1.0,0.76,0.50)\n\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_disc=False\nsky.sun_elevation=math.radians(13.0)\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\nbg.inputs['Strength'].default_value=1.5\ns.view_settings.exposure=0.4\n\nfill=bpy.data.objects['Fill']\nfill.location=(10,-18,14)\nfill.rotation_euler=(math.radians(140),0,0)\nfill.data.energy=350\n\ns.render.filepath='C:/tmp/bb_prev4.png'\ns.render.resolution_x=900; s.render.resolution_y=900\nbpy.ops.render.render(write_still=True)\nresult={\"dist\":round((tgt-Vector(cam.location)).length,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:24:36.570397+00:00", "type": "tool_call", "id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\n\n# put trees back where they were (they were fine)\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\n\ncam=bpy.data.objects['Camera']\ncam.location=(11.5,16.5,7.6)\ncam.data.lens=40\ntgt=Vector((-3.2,-3.4,2.6))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ncam.data.dof.aperture_fstop=6.0\n\nsun=bpy.data.objects['Sun']\nsrc=Vector((-19.0,24.0,9.5))\nd=(Vector((0,0,0))-src).normalized()\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\nsun.location=src\nsun.data.energy=9.0\nsun.data.color=(1.0,0.76,0.50)\n\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_disc=False\nsky.sun_elevation=math.radians(13.0)\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\nbg.inputs['Strength'].default_value=1.5\ns.view_settings.exposure=0.4\n\nfill=bpy.data.objects['Fill']\nfill.location=(10,-18,14)\nfill.rotation_euler=(math.radians(140),0,0)\nfill.data.energy=350\n\ns.render.filepath='C:/tmp/bb_prev4.png'\ns.render.resolution_x=900; s.render.resolution_y=900\nbpy.ops.render.render(write_still=True)\nresult={\"dist\":round((tgt-Vector(cam.location)).length,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}
{"ts": "2026-07-26T01:24:48.259719+00:00", "type": "tool_result", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:24:54.935754+00:00", "type": "llm_call", "call_index": 38, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:24:48.260719+00:00", "finished_at": "2026-07-26T01:24:54.934751+00:00", "duration_s": 6.6710000000002765, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:24:48.260719+00:00", "finished_at": "2026-07-26T01:24:54.918127+00:00", "duration_s": 6.655999999999949, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "2877502", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. 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{"ts": "2026-07-26T01:25:30.941796+00:00", "type": "llm_call", "call_index": 39, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:24:58.693266+00:00", "finished_at": "2026-07-26T01:25:30.939280+00:00", "duration_s": 32.23400000000038, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:24:58.693266+00:00", "finished_at": "2026-07-26T01:25:30.916690+00:00", "duration_s": 32.21900000000005, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "3829876", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. 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Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\ncam.location=(8.6,7.6,5.2)\ncam.data.lens=40\ntgt=Vector((-4.6,-5.4,2.5))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ncam.data.dof.aperture_fstop=7.0\n\nsun=bpy.data.objects['Sun']\nsrc=Vector((-26.0,15.0,9.0))\nsun.location=src\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\nsun.data.energy=8.0\nsun.data.color=(1.0,0.74,0.46)\n\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_elevation=math.radians(12.0)\nsky.sun_rotation=math.atan2(src.y,src.x)\nsky.sun_intensity=0.5\nbg.inputs['Strength'].default_value=1.4\ns.view_settings.exposure=0.3\n\nfill=bpy.data.objects['Fill']\nfill.location=(14,10,13); 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n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}", "parse_error": null}], "tokens_in": 63915, "tokens_out": 1938, "cost_usd": 0.0917095, "cached_tokens": 61949, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:25:31.006137+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\ncam.location=(8.6,7.6,5.2)\ncam.data.lens=40\ntgt=Vector((-4.6,-5.4,2.5))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ncam.data.dof.aperture_fstop=7.0\n\nsun=bpy.data.objects['Sun']\nsrc=Vector((-26.0,15.0,9.0))\nsun.location=src\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\nsun.data.energy=8.0\nsun.data.color=(1.0,0.74,0.46)\n\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_elevation=math.radians(12.0)\nsky.sun_rotation=math.atan2(src.y,src.x)\nsky.sun_intensity=0.5\nbg.inputs['Strength'].default_value=1.4\ns.view_settings.exposure=0.3\n\nfill=bpy.data.objects['Fill']\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\nfill.data.energy=300\n\ns.render.filepath='C:/tmp/bb_prev5.png'\nbpy.ops.render.render(write_still=True)\nresult={\"d\":round((tgt-Vector(cam.location)).length,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:25:31.006137+00:00", "type": "tool_call", "id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\ncam.location=(8.6,7.6,5.2)\ncam.data.lens=40\ntgt=Vector((-4.6,-5.4,2.5))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ncam.data.dof.aperture_fstop=7.0\n\nsun=bpy.data.objects['Sun']\nsrc=Vector((-26.0,15.0,9.0))\nsun.location=src\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\nsun.data.energy=8.0\nsun.data.color=(1.0,0.74,0.46)\n\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_elevation=math.radians(12.0)\nsky.sun_rotation=math.atan2(src.y,src.x)\nsky.sun_intensity=0.5\nbg.inputs['Strength'].default_value=1.4\ns.view_settings.exposure=0.3\n\nfill=bpy.data.objects['Fill']\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\nfill.data.energy=300\n\ns.render.filepath='C:/tmp/bb_prev5.png'\nbpy.ops.render.render(write_still=True)\nresult={\"d\":round((tgt-Vector(cam.location)).length,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}
{"ts": "2026-07-26T01:25:47.321911+00:00", "type": "tool_result", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:25:52.341799+00:00", "type": "llm_call", "call_index": 40, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:25:47.324038+00:00", "finished_at": "2026-07-26T01:25:52.339743+00:00", "duration_s": 5.016000000000531, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:25:47.324038+00:00", "finished_at": "2026-07-26T01:25:52.319250+00:00", "duration_s": 5.0, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "3831408", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  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Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); 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{"ts": "2026-07-26T01:25:53.760609+00:00", "type": "tool_result", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "name": "get_screenshot_of_area_as_image", "text": "", "is_error": false, "has_image": true, "image_ref": "screenshots/cd86815adace8ac9.png"}
{"ts": "2026-07-26T01:25:53.765985+00:00", "type": "image", "tool": "get_screenshot_of_area_as_image"}
{"ts": "2026-07-26T01:26:16.729705+00:00", "type": "llm_call", "call_index": 41, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:25:53.768515+00:00", "finished_at": "2026-07-26T01:26:16.726651+00:00", "duration_s": 22.967999999999847, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:25:53.769526+00:00", "finished_at": "2026-07-26T01:26:16.700496+00:00", "duration_s": 22.936999999999898, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "4808602", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}", "parse_error": null}], "tokens_in": 66581, "tokens_out": 1455, "cost_usd": 0.0809675, "cached_tokens": 64615, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:26:16.797833+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\nsun=bpy.data.objects['Sun']\nsrc=Vector((22.0,16.0,7.5))\nsun.location=src\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\nsun.data.energy=14.0\nsun.data.color=(1.0,0.72,0.44)\nsun.data.angle=math.radians(1.6)\n\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\nsky.sun_rotation=math.atan2(src.y,src.x)\nsky.sun_intensity=0.4\nsky.aerosol_density=2.5\nbg.inputs['Strength'].default_value=2.2\ns.view_settings.exposure=1.1\n\nfill=bpy.data.objects['Fill']\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\nfill.data.energy=500\nfill.data.color=(0.5,0.66,1.0)\n\ncam=bpy.data.objects['Camera']\ncam.location=(9.8,9.4,6.0)\ntgt=Vector((-4.4,-4.8,2.4))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ns.render.filepath='C:/tmp/bb_prev6.png'\nbpy.ops.render.render(write_still=True)\nresult={\"el\":round(math.degrees(sky.sun_elevation),1),\"az\":round(math.degrees(sky.sun_rotation),1)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:26:16.797833+00:00", "type": "tool_call", "id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\nsun=bpy.data.objects['Sun']\nsrc=Vector((22.0,16.0,7.5))\nsun.location=src\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\nsun.data.energy=14.0\nsun.data.color=(1.0,0.72,0.44)\nsun.data.angle=math.radians(1.6)\n\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\nsky.sun_rotation=math.atan2(src.y,src.x)\nsky.sun_intensity=0.4\nsky.aerosol_density=2.5\nbg.inputs['Strength'].default_value=2.2\ns.view_settings.exposure=1.1\n\nfill=bpy.data.objects['Fill']\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\nfill.data.energy=500\nfill.data.color=(0.5,0.66,1.0)\n\ncam=bpy.data.objects['Camera']\ncam.location=(9.8,9.4,6.0)\ntgt=Vector((-4.4,-4.8,2.4))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ns.render.filepath='C:/tmp/bb_prev6.png'\nbpy.ops.render.render(write_still=True)\nresult={\"el\":round(math.degrees(sky.sun_elevation),1),\"az\":round(math.degrees(sky.sun_rotation),1)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}
{"ts": "2026-07-26T01:26:31.815688+00:00", "type": "tool_result", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:26:37.003238+00:00", "type": "llm_call", "call_index": 42, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:26:31.816695+00:00", "finished_at": "2026-07-26T01:26:37.000712+00:00", "duration_s": 5.188000000000102, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, 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``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:26:31.816695+00:00", "finished_at": "2026-07-26T01:26:36.975253+00:00", "duration_s": 5.171999999999571, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "4810416", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:26:41.375434+00:00", "finished_at": "2026-07-26T01:26:55.902208+00:00", "duration_s": 14.530999999999949, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "5803402", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        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bpy\nw=bpy.context.scene.world\nnt=w.node_tree\nresult={\"nodes\":[(n.name,n.type) for n in nt.nodes],\n        \"links\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\n        \"scene_world\":bpy.context.scene.world.name,\n        \"film_transparent\":bpy.context.scene.render.film_transparent}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}", "parse_error": null}], "tokens_in": 69403, "tokens_out": 702, "cost_usd": 0.0635535, "cached_tokens": 67437, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:26:56.011003+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nw=bpy.context.scene.world\nnt=w.node_tree\nresult={\"nodes\":[(n.name,n.type) for n in nt.nodes],\n        \"links\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\n        \"scene_world\":bpy.context.scene.world.name,\n        \"film_transparent\":bpy.context.scene.render.film_transparent}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:26:56.011003+00:00", "type": "tool_call", "id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nw=bpy.context.scene.world\nnt=w.node_tree\nresult={\"nodes\":[(n.name,n.type) for n in nt.nodes],\n        \"links\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\n        \"scene_world\":bpy.context.scene.world.name,\n        \"film_transparent\":bpy.context.scene.render.film_transparent}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}
{"ts": "2026-07-26T01:26:56.526186+00:00", "type": "tool_result", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:27:09.217261+00:00", "type": "llm_call", "call_index": 44, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:26:56.528190+00:00", "finished_at": "2026-07-26T01:27:09.214220+00:00", "duration_s": 12.688000000000102, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:26:56.528190+00:00", "finished_at": "2026-07-26T01:27:09.182072+00:00", "duration_s": 12.655999999999949, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "5804429", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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{"ts": "2026-07-26T01:27:09.296440+00:00", "type": "tool_call", "id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\ns=bpy.context.scene\nnt=s.world.node_tree\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\nbg.inputs['Strength'].default_value=1.0\ns.view_settings.exposure=0.2\ns.render.filepath='C:/tmp/bb_prev7.png'\nbpy.ops.render.render(write_still=True)\nresult={\"links\":len(nt.links)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}
{"ts": "2026-07-26T01:27:27.536562+00:00", "type": "tool_result", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:27:32.068668+00:00", "type": "llm_call", "call_index": 45, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:27:27.538575+00:00", "finished_at": "2026-07-26T01:27:32.065626+00:00", "duration_s": 4.515000000000327, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:27:27.538575+00:00", "finished_at": "2026-07-26T01:27:32.030767+00:00", "duration_s": 4.484000000000378, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "5805208", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` 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{"ts": "2026-07-26T01:27:55.456788+00:00", "type": "llm_call", "call_index": 46, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:27:33.627472+00:00", "finished_at": "2026-07-26T01:27:55.453752+00:00", "duration_s": 21.82799999999952, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:27:33.627472+00:00", "finished_at": "2026-07-26T01:27:55.416668+00:00", "duration_s": 21.79699999999957, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "6802254", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace 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{"ts": "2026-07-26T01:27:55.567673+00:00", "type": "tool_call", "id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\ns=bpy.context.scene\ns.render.resolution_x=1100; s.render.resolution_y=1100\ns.cycles.samples=48\nnt=s.world.node_tree\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\nsky.sun_elevation=math.radians(6.5)\nsky.sun_rotation=math.radians(36)\nsky.sun_intensity=0.15\nsky.air_density=1.4\nsky.aerosol_density=4.0\nsky.ozone_density=1.2\nbg.inputs['Strength'].default_value=1.0\ns.view_settings.exposure=0.9\n\nsun=bpy.data.objects['Sun']\nimport mathutils\nel=math.radians(8.0); az=math.radians(36)\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\nsun.data.energy=13.0\nsun.data.color=(1.0,0.62,0.33)\nsun.data.angle=math.radians(1.2)\n\nbpy.data.objects['Fill'].data.energy=250\nbpy.data.objects['Hearth'].data.energy=1400\nbpy.data.objects['Lantern'].data.energy=160\n\n# water deeper\nwm=bpy.data.materials['Water']\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\nb.inputs['Transmission Weight'].default_value=0.25\nb.inputs['Roughness'].default_value=0.035\n\n# reeds shorter / thinner already; scale down object\nrd=bpy.data.objects['Reeds']\nrd.scale=(1,1,0.75)\n\ns.render.filepath='C:/tmp/bb_prev8.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:28:31.746291+00:00", "type": "tool_result", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:28:36.287131+00:00", "type": "llm_call", "call_index": 47, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:28:31.747293+00:00", "finished_at": "2026-07-26T01:28:36.284613+00:00", "duration_s": 4.530999999999949, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:28:31.747293+00:00", "finished_at": "2026-07-26T01:28:36.247302+00:00", "duration_s": 4.5, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "6804026", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down 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{"ts": "2026-07-26T01:28:37.819884+00:00", "type": "tool_result", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "name": "get_screenshot_of_area_as_image", "text": "", "is_error": false, "has_image": true, "image_ref": "screenshots/5f3af7629101ee6d.png"}
{"ts": "2026-07-26T01:28:37.822665+00:00", "type": "image", "tool": "get_screenshot_of_area_as_image"}
{"ts": "2026-07-26T01:28:49.517577+00:00", "type": "llm_call", "call_index": 48, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:28:37.824186+00:00", "finished_at": "2026-07-26T01:28:49.515067+00:00", "duration_s": 11.688000000000102, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:28:37.824186+00:00", "finished_at": "2026-07-26T01:28:49.479883+00:00", "duration_s": 11.655999999999949, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "7223548", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down 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Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:28:50.002719+00:00", "finished_at": "2026-07-26T01:28:54.636092+00:00", "duration_s": 4.640999999999622, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "7224272", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down 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{"ts": "2026-07-26T01:28:54.763203+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:28:54.763203+00:00", "type": "tool_call", "id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}
{"ts": "2026-07-26T01:28:56.196211+00:00", "type": "tool_result", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "name": "get_screenshot_of_area_as_image", "text": "", "is_error": false, "has_image": true, "image_ref": "screenshots/79d32e7135fd6f9f.png"}
{"ts": "2026-07-26T01:28:56.201249+00:00", "type": "image", "tool": "get_screenshot_of_area_as_image"}
{"ts": "2026-07-26T01:29:23.217164+00:00", "type": "llm_call", "call_index": 50, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:28:56.202879+00:00", "finished_at": "2026-07-26T01:29:23.214438+00:00", "duration_s": 27.01600000000053, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:28:56.202879+00:00", "finished_at": "2026-07-26T01:29:23.178103+00:00", "duration_s": 26.98400000000038, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "7833350", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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{\"id\":\"gen-1785029335-we36ASwGTkv4HlooQOca\",\"object\":\"chat.completion.chunk\",\"created\":1785029335,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# tem\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029335-we36ASwGTkv4HlooQOca\",\"object\":\"chat.completion.chunk\",\"created\":1785029335,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"p orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029335-we36ASwGTkv4HlooQOca\",\"object\":\"chat.completion.chunk\",\"created\":1785029335,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"py.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    p\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029335-we36ASwGTkv4HlooQOca\",\"object\":\"chat.completion.chunk\",\"created\":1785029335,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029335-we36ASwGTkv4HlooQOca\",\"object\":\"chat.completion.chunk\",\"created\":1785029335,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"wal\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029335-we36ASwGTkv4HlooQOca\",\"object\":\"chat.completion.chunk\",\"created\":1785029335,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029335-we36ASwGTkv4HlooQOca\",\"object\":\"chat.completion.chunk\",\"created\":1785029335,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029335-we36ASwGTkv4HlooQOca\",\"object\":\"chat.completion.chunk\",\"created\":1785029335,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":74896,\"completion_tokens\":1487,\"total_tokens\":76383,\"cost\":0.07991625,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":73975,\"cache_write_tokens\":919,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.07991625,\"upstream_inference_prompt_cost\":0.04274125,\"upstream_inference_completions_cost\":0.037175},\"completion_tokens_details\":{\"reasoning_tokens\":296,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "29ddea1619aa5638d6d2389640996e3beec744a5ddac5f22f94fa144fe67ef4f"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\nch=bpy.data.objects['Chimney']\nw=bpy.data.objects['LogWalls']\ndef bb(o):\n    import mathutils\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\nresult={\"chim\":bb(ch),\"walls\":bb(w),\"boat\":bb(bpy.data.objects['Rowboat']),\"roof\":bb(bpy.data.objects['Roof'])}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}", "parse_error": null}], "tokens_in": 74896, "tokens_out": 1487, "cost_usd": 0.07991625, "cached_tokens": 73975, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:29:23.305850+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\nch=bpy.data.objects['Chimney']\nw=bpy.data.objects['LogWalls']\ndef bb(o):\n    import mathutils\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\nresult={\"chim\":bb(ch),\"walls\":bb(w),\"boat\":bb(bpy.data.objects['Rowboat']),\"roof\":bb(bpy.data.objects['Roof'])}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:29:23.306856+00:00", "type": "tool_call", "id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\nch=bpy.data.objects['Chimney']\nw=bpy.data.objects['LogWalls']\ndef bb(o):\n    import mathutils\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\nresult={\"chim\":bb(ch),\"walls\":bb(w),\"boat\":bb(bpy.data.objects['Rowboat']),\"roof\":bb(bpy.data.objects['Roof'])}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}
{"ts": "2026-07-26T01:29:23.406573+00:00", "type": "tool_result", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:30:07.162676+00:00", "type": "llm_call", "call_index": 51, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:29:23.408078+00:00", "finished_at": "2026-07-26T01:30:07.157643+00:00", "duration_s": 43.75, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:29:23.408592+00:00", "finished_at": "2026-07-26T01:30:07.116448+00:00", "duration_s": 43.71900000000005, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "7834872", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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{\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.dri\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; t\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"z=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOO\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"R,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*ab\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"s(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,AP\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"EX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((R\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"IDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase',\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nr\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"otP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=P\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"X0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSD\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"F_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.input\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"s['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Rough\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029362-oSZDJ0YBn3SvX6rJiblm\",\"object\":\"chat.completion.chunk\",\"created\":1785029362,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":75479,\"completion_tokens\":3431,\"total_tokens\":78910,\"cost\":0.12687575,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":74894,\"cache_write_tokens\":583,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.12687575,\"upstream_inference_prompt_cost\":0.04110075,\"upstream_inference_completions_cost\":0.085775},\"completion_tokens_details\":{\"reasoning_tokens\":359,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "33773c1a9fbaf736fb63fd7892a8320d091307fc5c3781bd3baad17af948bf52"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\n\n# ---- Replace roof with actual shingle geometry ----\nfor nm in ('Roof','Rafters','PorchRoof'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\nslope=(APEX-TOP)/(RIDGE_X-X0)\nOH=0.55; GH=0.45; TH=0.14\n\nbm=bmesh.new()\nfor sgn in (1,-1):\n    xe=(X1+OH) if sgn>0 else (X0-OH)\n    ze=APEX - slope*abs(xe-RIDGE_X)\n    nz=Vector((slope*sgn,0,1)).normalized()\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\n    vt=[bm.verts.new(q+nz*TH) for q in p]\n    vb=[bm.verts.new(q) for q in p]\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\n    for i in range(4):\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\n\n# shingle courses\nbm=bmesh.new()\nrnd=random.Random(4)\nfor sgn in (1,-1):\n    xe=(X1+OH) if sgn>0 else (X0-OH)\n    nz=Vector((slope*sgn,0,1)).normalized()\n    along=Vector((sgn,0,-slope)).normalized()\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\n    step=0.30\n    n=int(L/step)\n    for i in range(n+1):\n        d=min(L, i*step)\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\n        y=Y0-GH\n        while y < Y1+GH-0.01:\n            wy=min(0.34, Y1+GH-y)\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\n            # slab tile leaning with roof\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\n            y+=0.36\nadd_mesh('Shingles', bm,'Cabin','Roof')\n\n# rafter tails\nbm=bmesh.new()\ny=Y0-0.02\nwhile y<=Y1+0.02:\n    for sgn in (1,-1):\n        xe=(X1+OH) if sgn>0 else (X0-OH)\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\n        ze=APEX - slope*abs(xe-RIDGE_X)\n        zw=APEX - slope*abs(xw-RIDGE_X)\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\n    y+=0.62\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\n\n# porch roof (shed) with shingles\nPY0,PY1=Y1, Y1+2.55\nPX0,PX1=X0-0.15,X1+0.15\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\nbm=bmesh.new()\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\nbm.faces.new(vt); bm.faces.new(vb[::-1])\nfor i in range(4):\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\nbm=bmesh.new()\npslope=(z_wall-z_out)/(PY1-PY0)\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\nny=PY0\nwhile ny<PY1-0.01:\n    t=(ny-PY0)/(PY1-PY0)\n    zz=z_wall+(z_out-z_wall)*t + 0.10\n    x=PX0\n    while x<PX1-0.01:\n        wx=min(0.34,PX1-x)\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\n        x+=0.36\n    ny+=0.30\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\n\n# ---- Roof material: darker weathered shingle ----\nrm=M['Roof']; nt=rm.node_tree\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\nbr.inputs['Scale'].default_value=22.0\nb.inputs['Roughness'].default_value=0.85\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}], "tokens_in": 75479, "tokens_out": 3431, "cost_usd": 0.12687575, "cached_tokens": 74894, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:30:07.275451+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\n\n# ---- Replace roof with actual shingle geometry ----\nfor nm in ('Roof','Rafters','PorchRoof'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\nslope=(APEX-TOP)/(RIDGE_X-X0)\nOH=0.55; GH=0.45; TH=0.14\n\nbm=bmesh.new()\nfor sgn in (1,-1):\n    xe=(X1+OH) if sgn>0 else (X0-OH)\n    ze=APEX - slope*abs(xe-RIDGE_X)\n    nz=Vector((slope*sgn,0,1)).normalized()\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\n    vt=[bm.verts.new(q+nz*TH) for q in p]\n    vb=[bm.verts.new(q) for q in p]\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\n    for i in range(4):\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\n\n# shingle courses\nbm=bmesh.new()\nrnd=random.Random(4)\nfor sgn in (1,-1):\n    xe=(X1+OH) if sgn>0 else (X0-OH)\n    nz=Vector((slope*sgn,0,1)).normalized()\n    along=Vector((sgn,0,-slope)).normalized()\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\n    step=0.30\n    n=int(L/step)\n    for i in range(n+1):\n        d=min(L, i*step)\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\n        y=Y0-GH\n        while y < Y1+GH-0.01:\n            wy=min(0.34, Y1+GH-y)\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\n            # slab tile leaning with roof\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\n            y+=0.36\nadd_mesh('Shingles', bm,'Cabin','Roof')\n\n# rafter tails\nbm=bmesh.new()\ny=Y0-0.02\nwhile y<=Y1+0.02:\n    for sgn in (1,-1):\n        xe=(X1+OH) if sgn>0 else (X0-OH)\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\n        ze=APEX - slope*abs(xe-RIDGE_X)\n        zw=APEX - slope*abs(xw-RIDGE_X)\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\n    y+=0.62\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\n\n# porch roof (shed) with shingles\nPY0,PY1=Y1, Y1+2.55\nPX0,PX1=X0-0.15,X1+0.15\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\nbm=bmesh.new()\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\nbm.faces.new(vt); bm.faces.new(vb[::-1])\nfor i in range(4):\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\nbm=bmesh.new()\npslope=(z_wall-z_out)/(PY1-PY0)\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\nny=PY0\nwhile ny<PY1-0.01:\n    t=(ny-PY0)/(PY1-PY0)\n    zz=z_wall+(z_out-z_wall)*t + 0.10\n    x=PX0\n    while x<PX1-0.01:\n        wx=min(0.34,PX1-x)\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\n        x+=0.36\n    ny+=0.30\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\n\n# ---- Roof material: darker weathered shingle ----\nrm=M['Roof']; nt=rm.node_tree\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\nbr.inputs['Scale'].default_value=22.0\nb.inputs['Roughness'].default_value=0.85\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:30:07.275451+00:00", "type": "tool_call", "id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\n\n# ---- Replace roof with actual shingle geometry ----\nfor nm in ('Roof','Rafters','PorchRoof'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\nslope=(APEX-TOP)/(RIDGE_X-X0)\nOH=0.55; GH=0.45; TH=0.14\n\nbm=bmesh.new()\nfor sgn in (1,-1):\n    xe=(X1+OH) if sgn>0 else (X0-OH)\n    ze=APEX - slope*abs(xe-RIDGE_X)\n    nz=Vector((slope*sgn,0,1)).normalized()\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\n    vt=[bm.verts.new(q+nz*TH) for q in p]\n    vb=[bm.verts.new(q) for q in p]\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\n    for i in range(4):\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\n\n# shingle courses\nbm=bmesh.new()\nrnd=random.Random(4)\nfor sgn in (1,-1):\n    xe=(X1+OH) if sgn>0 else (X0-OH)\n    nz=Vector((slope*sgn,0,1)).normalized()\n    along=Vector((sgn,0,-slope)).normalized()\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\n    step=0.30\n    n=int(L/step)\n    for i in range(n+1):\n        d=min(L, i*step)\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\n        y=Y0-GH\n        while y < Y1+GH-0.01:\n            wy=min(0.34, Y1+GH-y)\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\n            # slab tile leaning with roof\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\n            y+=0.36\nadd_mesh('Shingles', bm,'Cabin','Roof')\n\n# rafter tails\nbm=bmesh.new()\ny=Y0-0.02\nwhile y<=Y1+0.02:\n    for sgn in (1,-1):\n        xe=(X1+OH) if sgn>0 else (X0-OH)\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\n        ze=APEX - slope*abs(xe-RIDGE_X)\n        zw=APEX - slope*abs(xw-RIDGE_X)\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\n    y+=0.62\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\n\n# porch roof (shed) with shingles\nPY0,PY1=Y1, Y1+2.55\nPX0,PX1=X0-0.15,X1+0.15\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\nbm=bmesh.new()\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\nbm.faces.new(vt); bm.faces.new(vb[::-1])\nfor i in range(4):\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\nbm=bmesh.new()\npslope=(z_wall-z_out)/(PY1-PY0)\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\nny=PY0\nwhile ny<PY1-0.01:\n    t=(ny-PY0)/(PY1-PY0)\n    zz=z_wall+(z_out-z_wall)*t + 0.10\n    x=PX0\n    while x<PX1-0.01:\n        wx=min(0.34,PX1-x)\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\n        x+=0.36\n    ny+=0.30\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\n\n# ---- Roof material: darker weathered shingle ----\nrm=M['Roof']; nt=rm.node_tree\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\nbr.inputs['Scale'].default_value=22.0\nb.inputs['Roughness'].default_value=0.85\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:30:07.763060+00:00", "type": "tool_result", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:30:14.362301+00:00", "type": "llm_call", "call_index": 52, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:30:07.764061+00:00", "finished_at": "2026-07-26T01:30:14.359165+00:00", "duration_s": 6.592999999999847, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:30:07.764061+00:00", "finished_at": "2026-07-26T01:30:14.318416+00:00", "duration_s": 6.561999999999898, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "7839034", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow 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{"ts": "2026-07-26T01:30:49.938670+00:00", "type": "tool_result", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:30:54.452213+00:00", "type": "llm_call", "call_index": 53, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:30:49.940697+00:00", "finished_at": "2026-07-26T01:30:54.449681+00:00", "duration_s": 4.515999999999622, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:30:49.940697+00:00", "finished_at": "2026-07-26T01:30:54.408949+00:00", "duration_s": 4.469000000000051, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "7839502", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        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{"ts": "2026-07-26T01:31:30.382458+00:00", "type": "llm_call", "call_index": 54, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:30:56.134313+00:00", "finished_at": "2026-07-26T01:31:30.378928+00:00", "duration_s": 34.23400000000038, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:30:56.134313+00:00", "finished_at": "2026-07-26T01:31:30.336968+00:00", "duration_s": 34.20299999999952, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "8453464", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        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{\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"b0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, z\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"t, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"m,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, 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{\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t):\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.4),(-5.0,2.2),(4.6,-1.2),(6.6\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for p\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029455-yOVNZvDAbVY93O4rZePo\",\"object\":\"chat.completion.chunk\",\"created\":1785029455,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":78917,\"completion_tokens\":2620,\"total_tokens\":81537,\"cost\":0.11025175,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":77996,\"cache_write_tokens\":919,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.11025175,\"upstream_inference_prompt_cost\":0.04475175,\"upstream_inference_completions_cost\":0.0655},\"completion_tokens_details\":{\"reasoning_tokens\":265,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "256efac0a8a481731e4e7d1e69bbfe5e9ca4510d4511f4a0d6b3c149ee50492d"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\n\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\nCX = X1+0.42\nCY = -7.6\nCTOP = APEX + 0.85\nzb0 = tz(CX,CY)-0.7\nbm=bmesh.new()\ndef stack(zb, zt, hw, hd, cx, cy, seed):\n    rnd=random.Random(seed); z=zb\n    while z < zt:\n        h=rnd.uniform(0.15,0.24)\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\n        for i in range(nx):\n            for j in range(ny):\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\n                sc=rnd.uniform(0.22,0.34)\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\n        z+=h\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\nadd_mesh('Chimney', bm,'Cabin','Stone')\n\n# darker, warmer stone\nsm=M['Stone']; nts=sm.node_tree\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\n\n# ---- Trim reeds: keep only in a few clumps ----\nob=bpy.data.objects['Reeds']\nbpy.data.objects.remove(ob, do_unlink=True)\nPOND=Vector((0.0,7.0))\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\nfor cx,cy in clumps:\n    for i in range(90):\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\n        z=tz(x,y)\n        if z>0.06 or z<-0.55: continue\n        h=rnd.uniform(0.45,0.95)\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\n        cnt+=1\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\n\n# ---- Lily pads for pond interest ----\nbm=bmesh.new(); rnd=random.Random(19)\nfor i in range(60):\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\n    s=rnd.uniform(0.16,0.30)\n    ring=[]\n    n=10\n    for k in range(n):\n        a=2*math.pi*k/n\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\n    bm.faces.new(ring)\nadd_mesh('LilyPads', bm,'Props','Foliage')\n\nresult={\"reeds\":cnt}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}", "parse_error": null}], "tokens_in": 78917, "tokens_out": 2620, "cost_usd": 0.11025175, "cached_tokens": 77996, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:31:30.489123+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\n\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\nCX = X1+0.42\nCY = -7.6\nCTOP = APEX + 0.85\nzb0 = tz(CX,CY)-0.7\nbm=bmesh.new()\ndef stack(zb, zt, hw, hd, cx, cy, seed):\n    rnd=random.Random(seed); z=zb\n    while z < zt:\n        h=rnd.uniform(0.15,0.24)\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\n        for i in range(nx):\n            for j in range(ny):\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\n                sc=rnd.uniform(0.22,0.34)\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\n        z+=h\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\nadd_mesh('Chimney', bm,'Cabin','Stone')\n\n# darker, warmer stone\nsm=M['Stone']; nts=sm.node_tree\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\n\n# ---- Trim reeds: keep only in a few clumps ----\nob=bpy.data.objects['Reeds']\nbpy.data.objects.remove(ob, do_unlink=True)\nPOND=Vector((0.0,7.0))\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\nfor cx,cy in clumps:\n    for i in range(90):\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\n        z=tz(x,y)\n        if z>0.06 or z<-0.55: continue\n        h=rnd.uniform(0.45,0.95)\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\n        cnt+=1\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\n\n# ---- Lily pads for pond interest ----\nbm=bmesh.new(); rnd=random.Random(19)\nfor i in range(60):\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\n    s=rnd.uniform(0.16,0.30)\n    ring=[]\n    n=10\n    for k in range(n):\n        a=2*math.pi*k/n\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\n    bm.faces.new(ring)\nadd_mesh('LilyPads', bm,'Props','Foliage')\n\nresult={\"reeds\":cnt}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:31:30.489123+00:00", "type": "tool_call", "id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\n\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\nCX = X1+0.42\nCY = -7.6\nCTOP = APEX + 0.85\nzb0 = tz(CX,CY)-0.7\nbm=bmesh.new()\ndef stack(zb, zt, hw, hd, cx, cy, seed):\n    rnd=random.Random(seed); z=zb\n    while z < zt:\n        h=rnd.uniform(0.15,0.24)\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\n        for i in range(nx):\n            for j in range(ny):\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\n                sc=rnd.uniform(0.22,0.34)\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\n        z+=h\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\nadd_mesh('Chimney', bm,'Cabin','Stone')\n\n# darker, warmer stone\nsm=M['Stone']; nts=sm.node_tree\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\n\n# ---- Trim reeds: keep only in a few clumps ----\nob=bpy.data.objects['Reeds']\nbpy.data.objects.remove(ob, do_unlink=True)\nPOND=Vector((0.0,7.0))\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\nfor cx,cy in clumps:\n    for i in range(90):\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\n        z=tz(x,y)\n        if z>0.06 or z<-0.55: continue\n        h=rnd.uniform(0.45,0.95)\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\n        cnt+=1\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\n\n# ---- Lily pads for pond interest ----\nbm=bmesh.new(); rnd=random.Random(19)\nfor i in range(60):\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\n    s=rnd.uniform(0.16,0.30)\n    ring=[]\n    n=10\n    for k in range(n):\n        a=2*math.pi*k/n\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\n    bm.faces.new(ring)\nadd_mesh('LilyPads', bm,'Props','Foliage')\n\nresult={\"reeds\":cnt}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}
{"ts": "2026-07-26T01:31:31.400441+00:00", "type": "tool_result", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:31:52.108169+00:00", "type": "llm_call", "call_index": 55, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:31:31.401449+00:00", "finished_at": "2026-07-26T01:31:52.104016+00:00", "duration_s": 20.70300000000134, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:31:31.401449+00:00", "finished_at": "2026-07-26T01:31:52.055985+00:00", "duration_s": 20.65600000000086, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "8456965", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. 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bm,'Props','Smoke')\\\\nch=bpy.data.objects['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029490-ttcIqkOiHAZjXOEvpGQQ\",\"object\":\"chat.completion.chunk\",\"created\":1785029490,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029490-ttcIqkOiHAZjXOEvpGQQ\",\"object\":\"chat.completion.chunk\",\"created\":1785029490,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029490-ttcIqkOiHAZjXOEvpGQQ\",\"object\":\"chat.completion.chunk\",\"created\":1785029490,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029490-ttcIqkOiHAZjXOEvpGQQ\",\"object\":\"chat.completion.chunk\",\"created\":1785029490,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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Vector\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\n\n# ---- Chimney smoke (volumetric plume) ----\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\nnt=mv.node_tree\nfor n in list(nt.nodes): nt.nodes.remove(n)\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\nvol.inputs['Anisotropy'].default_value=0.25\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\nnn.inputs['Roughness'].default_value=0.62\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\n# fade with height and radius\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\nramp.color_ramp.elements[0].position=0.42\nramp.color_ramp.elements[1].position=0.72\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\nmul2.location=(50,0)\nnt.links.new(mul.outputs[0], mul2.inputs[0])\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\n\nbm=bmesh.new()\nbmesh.ops.create_cube(bm, size=2.0)\nsm=add_mesh('Smoke', bm,'Props','Smoke')\nch=bpy.data.objects['Chimney']\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\nsm.location=(-2.0, -7.6, top+1.7)\nsm.scale=(1.15,1.15,2.2)\nsm.rotation_euler=(0, math.radians(12), 0)\n\nscene.render.filepath='C:/tmp/bb_prev10.png'\nbpy.ops.render.render(write_still=True)\nresult={\"top\":round(top,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}", "parse_error": null}], "tokens_in": 80866, "tokens_out": 1573, "cost_usd": 0.09097375, "cached_tokens": 78915, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:31:52.233725+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math, bmesh\nfrom mathutils import Vector\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\n\n# ---- Chimney smoke (volumetric plume) ----\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\nnt=mv.node_tree\nfor n in list(nt.nodes): nt.nodes.remove(n)\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\nvol.inputs['Anisotropy'].default_value=0.25\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\nnn.inputs['Roughness'].default_value=0.62\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\n# fade with height and radius\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\nramp.color_ramp.elements[0].position=0.42\nramp.color_ramp.elements[1].position=0.72\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\nmul2.location=(50,0)\nnt.links.new(mul.outputs[0], mul2.inputs[0])\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\n\nbm=bmesh.new()\nbmesh.ops.create_cube(bm, size=2.0)\nsm=add_mesh('Smoke', bm,'Props','Smoke')\nch=bpy.data.objects['Chimney']\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\nsm.location=(-2.0, -7.6, top+1.7)\nsm.scale=(1.15,1.15,2.2)\nsm.rotation_euler=(0, math.radians(12), 0)\n\nscene.render.filepath='C:/tmp/bb_prev10.png'\nbpy.ops.render.render(write_still=True)\nresult={\"top\":round(top,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:31:52.233725+00:00", "type": "tool_call", "id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math, bmesh\nfrom mathutils import Vector\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\n\n# ---- Chimney smoke (volumetric plume) ----\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\nnt=mv.node_tree\nfor n in list(nt.nodes): nt.nodes.remove(n)\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\nvol.inputs['Anisotropy'].default_value=0.25\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\nnn.inputs['Roughness'].default_value=0.62\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\n# fade with height and radius\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\nramp.color_ramp.elements[0].position=0.42\nramp.color_ramp.elements[1].position=0.72\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\nmul2.location=(50,0)\nnt.links.new(mul.outputs[0], mul2.inputs[0])\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\n\nbm=bmesh.new()\nbmesh.ops.create_cube(bm, size=2.0)\nsm=add_mesh('Smoke', bm,'Props','Smoke')\nch=bpy.data.objects['Chimney']\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\nsm.location=(-2.0, -7.6, top+1.7)\nsm.scale=(1.15,1.15,2.2)\nsm.rotation_euler=(0, math.radians(12), 0)\n\nscene.render.filepath='C:/tmp/bb_prev10.png'\nbpy.ops.render.render(write_still=True)\nresult={\"top\":round(top,2)}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}
{"ts": "2026-07-26T01:32:28.402728+00:00", "type": "tool_result", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:32:33.728203+00:00", "type": "llm_call", "call_index": 56, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:32:28.405242+00:00", "finished_at": "2026-07-26T01:32:33.725671+00:00", "duration_s": 5.328000000001339, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:32:28.405242+00:00", "finished_at": "2026-07-26T01:32:33.679923+00:00", "duration_s": 5.281000000000859, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "8459895", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, 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{"ts": "2026-07-26T01:32:33.847320+00:00", "type": "tool_call", "id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}
{"ts": "2026-07-26T01:32:38.068120+00:00", "type": "tool_result", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "name": "get_screenshot_of_area_as_image", "text": "", "is_error": false, "has_image": true, "image_ref": "screenshots/27fdd66432822ca9.png"}
{"ts": "2026-07-26T01:32:38.073165+00:00", "type": "image", "tool": "get_screenshot_of_area_as_image"}
{"ts": "2026-07-26T01:33:18.249394+00:00", "type": "llm_call", "call_index": 57, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:32:38.074166+00:00", "finished_at": "2026-07-26T01:33:18.245340+00:00", "duration_s": 40.17200000000048, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:32:38.075677+00:00", "finished_at": "2026-07-26T01:33:18.197630+00:00", "duration_s": 40.125, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "9073497", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, 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PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",w)); inner_top.append((y,wi))\\\\n# build hull as lofted U c\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ross-sections\\\\ndef section(y, w, z0, z1, nz=5\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        p\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via ic\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"osphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, 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0.55*ty**2)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nb\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"mesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nbo\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"at=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; s\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\", 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + se\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ats + 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w=hw(t)*(1.0-0.0)\\\\n    x\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=bo\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"at.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029557-k0sdCIVXCX5jp2vdWuj9\",\"object\":\"chat.completion.chunk\",\"created\":1785029557,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":83284,\"completion_tokens\":2806,\"total_tokens\":86090,\"cost\":0.11708525,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":82363,\"cache_write_tokens\":919,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.11708525,\"upstream_inference_prompt_cost\":0.04693525,\"upstream_inference_completions_cost\":0.07015},\"completion_tokens_details\":{\"reasoning_tokens\":189,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "150d08400db02e2461b453b57374085b75e75ad5a80c9945bb95d4fad96ee938"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\n\n# ---------- Rebuild rowboat properly ----------\nfor nm in ('Rowboat','Oar'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\nL=2.9; W=1.02; H=0.46; T=0.055\nbm=bmesh.new()\nNS=16\ndef hw(t):  # half width profile\n    return W/2*(math.sin(math.pi*t)**0.55)\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\nfor i in range(NS+1):\n    t=i/NS; y=-L/2+L*t\n    w=hw(t); wi=max(0.004, w-T)\n    outer_top.append((y,w)); inner_top.append((y,wi))\n# build hull as lofted U cross-sections\ndef section(y, w, z0, z1, nz=5):\n    pts=[]\n    for k in range(nz+1):\n        a = math.pi*k/nz   # from -x side over bottom to +x side\n        # U shape: x = w*cos, z interpolate\n        pass\n    return pts\n\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\ntmp=bmesh.new()\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\n# taper ends\nfor v in tmp.verts:\n    ty=abs(v.co.y)/(L/2)\n    v.co.x *= (1.0 - 0.55*ty**2)\n# delete top half\nkill=[v for v in tmp.verts if v.co.z > 0.001]\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\ntmp.to_mesh(bpy.data.meshes.new('t'))\nme=bpy.data.meshes.new('RowboatMesh')\ntmp.to_mesh(me); tmp.free()\nboat=bpy.data.objects.new('Rowboat', me)\nscene.collection.objects.link(boat); link(boat,'Props')\nme.materials.append(M['Wood_Dark'])\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\nfor p in me.polygons: p.use_smooth=True\nboat.location=(3.55, 1.5, 0.30)\nboat.rotation_euler=(0,0,math.radians(-16))\n\n# gunwale rim + seats + oars\nbm=bmesh.new()\nrng=[]\nn=40\nfor k in range(n):\n    a=2*math.pi*k/n\n    ty=math.cos(a)\n    y=(L/2)*ty\n    t=(y+L/2)/L\n    w=hw(t)*(1.0-0.0)\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\n    rng.append(Vector((x,y,0.0)))\nfor k in range(n):\n    a=rng[k]; b=rng[(k+1)%n]\n    cyl(bm,a,b,0.035,seg=6)\nfor sy in (-0.55,0.45):\n    t=(sy+L/2)/L\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\n\nbm=bmesh.new()\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\n\n# mooring rope from boat bow to dock post\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\ncu.bevel_depth=0.020; cu.bevel_resolution=3\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\ncu.materials.append(M['Bark'])\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}], "tokens_in": 83284, "tokens_out": 2806, "cost_usd": 0.11708525, "cached_tokens": 82363, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:33:18.388450+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\n\n# ---------- Rebuild rowboat properly ----------\nfor nm in ('Rowboat','Oar'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\nL=2.9; W=1.02; H=0.46; T=0.055\nbm=bmesh.new()\nNS=16\ndef hw(t):  # half width profile\n    return W/2*(math.sin(math.pi*t)**0.55)\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\nfor i in range(NS+1):\n    t=i/NS; y=-L/2+L*t\n    w=hw(t); wi=max(0.004, w-T)\n    outer_top.append((y,w)); inner_top.append((y,wi))\n# build hull as lofted U cross-sections\ndef section(y, w, z0, z1, nz=5):\n    pts=[]\n    for k in range(nz+1):\n        a = math.pi*k/nz   # from -x side over bottom to +x side\n        # U shape: x = w*cos, z interpolate\n        pass\n    return pts\n\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\ntmp=bmesh.new()\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\n# taper ends\nfor v in tmp.verts:\n    ty=abs(v.co.y)/(L/2)\n    v.co.x *= (1.0 - 0.55*ty**2)\n# delete top half\nkill=[v for v in tmp.verts if v.co.z > 0.001]\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\ntmp.to_mesh(bpy.data.meshes.new('t'))\nme=bpy.data.meshes.new('RowboatMesh')\ntmp.to_mesh(me); tmp.free()\nboat=bpy.data.objects.new('Rowboat', me)\nscene.collection.objects.link(boat); link(boat,'Props')\nme.materials.append(M['Wood_Dark'])\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\nfor p in me.polygons: p.use_smooth=True\nboat.location=(3.55, 1.5, 0.30)\nboat.rotation_euler=(0,0,math.radians(-16))\n\n# gunwale rim + seats + oars\nbm=bmesh.new()\nrng=[]\nn=40\nfor k in range(n):\n    a=2*math.pi*k/n\n    ty=math.cos(a)\n    y=(L/2)*ty\n    t=(y+L/2)/L\n    w=hw(t)*(1.0-0.0)\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\n    rng.append(Vector((x,y,0.0)))\nfor k in range(n):\n    a=rng[k]; b=rng[(k+1)%n]\n    cyl(bm,a,b,0.035,seg=6)\nfor sy in (-0.55,0.45):\n    t=(sy+L/2)/L\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\n\nbm=bmesh.new()\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\n\n# mooring rope from boat bow to dock post\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\ncu.bevel_depth=0.020; cu.bevel_resolution=3\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\ncu.materials.append(M['Bark'])\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:33:18.388450+00:00", "type": "tool_call", "id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\n\n# ---------- Rebuild rowboat properly ----------\nfor nm in ('Rowboat','Oar'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\nL=2.9; W=1.02; H=0.46; T=0.055\nbm=bmesh.new()\nNS=16\ndef hw(t):  # half width profile\n    return W/2*(math.sin(math.pi*t)**0.55)\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\nfor i in range(NS+1):\n    t=i/NS; y=-L/2+L*t\n    w=hw(t); wi=max(0.004, w-T)\n    outer_top.append((y,w)); inner_top.append((y,wi))\n# build hull as lofted U cross-sections\ndef section(y, w, z0, z1, nz=5):\n    pts=[]\n    for k in range(nz+1):\n        a = math.pi*k/nz   # from -x side over bottom to +x side\n        # U shape: x = w*cos, z interpolate\n        pass\n    return pts\n\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\ntmp=bmesh.new()\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\n# taper ends\nfor v in tmp.verts:\n    ty=abs(v.co.y)/(L/2)\n    v.co.x *= (1.0 - 0.55*ty**2)\n# delete top half\nkill=[v for v in tmp.verts if v.co.z > 0.001]\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\ntmp.to_mesh(bpy.data.meshes.new('t'))\nme=bpy.data.meshes.new('RowboatMesh')\ntmp.to_mesh(me); tmp.free()\nboat=bpy.data.objects.new('Rowboat', me)\nscene.collection.objects.link(boat); link(boat,'Props')\nme.materials.append(M['Wood_Dark'])\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\nfor p in me.polygons: p.use_smooth=True\nboat.location=(3.55, 1.5, 0.30)\nboat.rotation_euler=(0,0,math.radians(-16))\n\n# gunwale rim + seats + oars\nbm=bmesh.new()\nrng=[]\nn=40\nfor k in range(n):\n    a=2*math.pi*k/n\n    ty=math.cos(a)\n    y=(L/2)*ty\n    t=(y+L/2)/L\n    w=hw(t)*(1.0-0.0)\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\n    rng.append(Vector((x,y,0.0)))\nfor k in range(n):\n    a=rng[k]; b=rng[(k+1)%n]\n    cyl(bm,a,b,0.035,seg=6)\nfor sy in (-0.55,0.45):\n    t=(sy+L/2)/L\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\n\nbm=bmesh.new()\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\n\n# mooring rope from boat bow to dock post\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\ncu.bevel_depth=0.020; cu.bevel_resolution=3\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\ncu.materials.append(M['Bark'])\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:33:19.342804+00:00", "type": "tool_result", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:33:42.329593+00:00", "type": "llm_call", "call_index": 58, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:33:19.344143+00:00", "finished_at": "2026-07-26T01:33:42.325540+00:00", "duration_s": 22.98400000000038, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:33:19.344143+00:00", "finished_at": "2026-07-26T01:33:42.277272+00:00", "duration_s": 22.936999999999898, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "9077237", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench',\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant \"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 +\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" 3.0*math.sin(a*3+0.4)\\\\n    h=6\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ring\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"A[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"m.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terr\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PR\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"INCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALT\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_t\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029598-k1wyhrsY9h7DsBNhQ4Eb\",\"object\":\"chat.completion.chunk\",\"created\":1785029598,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":85227,\"completion_tokens\":1717,\"total_tokens\":86944,\"cost\":0.09671975,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":83282,\"cache_write_tokens\":1943,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.09671975,\"upstream_inference_prompt_cost\":0.05379475,\"upstream_inference_completions_cost\":0.042925},\"completion_tokens_details\":{\"reasoning_tokens\":76,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "ff68c6605b36bc9541dd1006fb3704e7d2c809b3fb02e5e919affe377c5c5cf1"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\n\n# ---- Porch bench + lantern ----\nbm=bmesh.new()\nbx=-3.0\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\nfor xo in (-0.6,0.6):\n    for yo in (-0.16,0.16):\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\nadd_mesh('Bench', bm,'Props','Wood_Dark')\n\n# lantern hanging from porch beam\nbm=bmesh.new()\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\nbm=bmesh.new()\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\nbpy.data.objects['Lantern'].data.energy=60\n\n# ---- Distant ridge silhouette (large arcs of hills) ----\nbm=bmesh.new(); rnd=random.Random(88)\nfrom mathutils import noise\nNR=140\nringA=[]; ringB=[]\nfor i in range(NR):\n    a=2*math.pi*i/NR\n    R=34.0 + 3.0*math.sin(a*3+0.4)\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\nfor i in range(NR):\n    j=(i+1)%NR\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\n# cap outward\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\nfor i in range(NR):\n    j=(i+1)%NR\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\n\n# distant hill material: hazy blue-green\nmh=M['Foliage'].copy(); mh.name='HillFar'\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\nhills.data.materials.clear(); hills.data.materials.append(mh)\n\n# ---- warmer walls ----\nww=M['Wood_Wall']; ntw=ww.node_tree\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\n\nscene.render.filepath='C:/tmp/bb_prev11.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}], "tokens_in": 85227, "tokens_out": 1717, "cost_usd": 0.09671975, "cached_tokens": 83282, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:33:42.460271+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\n\n# ---- Porch bench + lantern ----\nbm=bmesh.new()\nbx=-3.0\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\nfor xo in (-0.6,0.6):\n    for yo in (-0.16,0.16):\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\nadd_mesh('Bench', bm,'Props','Wood_Dark')\n\n# lantern hanging from porch beam\nbm=bmesh.new()\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\nbm=bmesh.new()\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\nbpy.data.objects['Lantern'].data.energy=60\n\n# ---- Distant ridge silhouette (large arcs of hills) ----\nbm=bmesh.new(); rnd=random.Random(88)\nfrom mathutils import noise\nNR=140\nringA=[]; ringB=[]\nfor i in range(NR):\n    a=2*math.pi*i/NR\n    R=34.0 + 3.0*math.sin(a*3+0.4)\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\nfor i in range(NR):\n    j=(i+1)%NR\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\n# cap outward\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\nfor i in range(NR):\n    j=(i+1)%NR\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\n\n# distant hill material: hazy blue-green\nmh=M['Foliage'].copy(); mh.name='HillFar'\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\nhills.data.materials.clear(); hills.data.materials.append(mh)\n\n# ---- warmer walls ----\nww=M['Wood_Wall']; ntw=ww.node_tree\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\n\nscene.render.filepath='C:/tmp/bb_prev11.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:33:42.460271+00:00", "type": "tool_call", "id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\n\n# ---- Porch bench + lantern ----\nbm=bmesh.new()\nbx=-3.0\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\nfor xo in (-0.6,0.6):\n    for yo in (-0.16,0.16):\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\nadd_mesh('Bench', bm,'Props','Wood_Dark')\n\n# lantern hanging from porch beam\nbm=bmesh.new()\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\nbm=bmesh.new()\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\nbpy.data.objects['Lantern'].data.energy=60\n\n# ---- Distant ridge silhouette (large arcs of hills) ----\nbm=bmesh.new(); rnd=random.Random(88)\nfrom mathutils import noise\nNR=140\nringA=[]; ringB=[]\nfor i in range(NR):\n    a=2*math.pi*i/NR\n    R=34.0 + 3.0*math.sin(a*3+0.4)\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\nfor i in range(NR):\n    j=(i+1)%NR\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\n# cap outward\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\nfor i in range(NR):\n    j=(i+1)%NR\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\n\n# distant hill material: hazy blue-green\nmh=M['Foliage'].copy(); mh.name='HillFar'\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\nhills.data.materials.clear(); hills.data.materials.append(mh)\n\n# ---- warmer walls ----\nww=M['Wood_Wall']; ntw=ww.node_tree\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\n\nscene.render.filepath='C:/tmp/bb_prev11.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:34:19.483923+00:00", "type": "tool_result", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:34:24.022229+00:00", "type": "llm_call", "call_index": 59, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:34:19.485876+00:00", "finished_at": "2026-07-26T01:34:24.016175+00:00", "duration_s": 4.531999999999243, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:34:19.485876+00:00", "finished_at": "2026-07-26T01:34:23.967922+00:00", "duration_s": 4.484999999998763, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "9080227", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a 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Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. 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Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:34:25.718995+00:00", "finished_at": "2026-07-26T01:34:48.690692+00:00", "duration_s": 22.968000000000757, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "9699229", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        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\",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        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W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(V\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in t\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"mp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh');\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel pl\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\")\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('B\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"EZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4;\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029665-j04H19wUFrGX4uLAeHwm\",\"object\":\"chat.completion.chunk\",\"created\":1785029665,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":87787,\"completion_tokens\":1763,\"total_tokens\":89550,\"cost\":0.09326175,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":86866,\"cache_write_tokens\":919,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.09326175,\"upstream_inference_prompt_cost\":0.04918675,\"upstream_inference_completions_cost\":0.044075},\"completion_tokens_details\":{\"reasoning_tokens\":192,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "11817eb439f2fce67f11f73ad45a3467698ca9914fc7d2a55f4670366e5fc2bf"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\n\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\n# hull\nL=2.9; W=1.05; H=0.48\ntmp=bmesh.new()\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\nfor v in tmp.verts:\n    ty=abs(v.co.y)/(L/2)\n    v.co.x *= (1.0 - 0.55*ty**2)\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\nme.materials.append(M['Wood_Dark'])\nfor p in me.polygons: p.use_smooth=True\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\n\n# thwarts (seats) as separate object parented to boat\nbm=bmesh.new()\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\n\n# oars laid across\nbm=bmesh.new()\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\n\n# mooring rope\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\ncu.bevel_depth=0.018; cu.bevel_resolution=3\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\ncu.materials.append(M['Bark'])\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}], "tokens_in": 87787, "tokens_out": 1763, "cost_usd": 0.09326175, "cached_tokens": 86866, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:34:48.888690+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\n\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\n# hull\nL=2.9; W=1.05; H=0.48\ntmp=bmesh.new()\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\nfor v in tmp.verts:\n    ty=abs(v.co.y)/(L/2)\n    v.co.x *= (1.0 - 0.55*ty**2)\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\nme.materials.append(M['Wood_Dark'])\nfor p in me.polygons: p.use_smooth=True\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\n\n# thwarts (seats) as separate object parented to boat\nbm=bmesh.new()\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\n\n# oars laid across\nbm=bmesh.new()\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\n\n# mooring rope\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\ncu.bevel_depth=0.018; cu.bevel_resolution=3\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\ncu.materials.append(M['Bark'])\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:34:48.888690+00:00", "type": "tool_call", "id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\n\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\n# hull\nL=2.9; W=1.05; H=0.48\ntmp=bmesh.new()\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\nfor v in tmp.verts:\n    ty=abs(v.co.y)/(L/2)\n    v.co.x *= (1.0 - 0.55*ty**2)\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\nme.materials.append(M['Wood_Dark'])\nfor p in me.polygons: p.use_smooth=True\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\n\n# thwarts (seats) as separate object parented to boat\nbm=bmesh.new()\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\n\n# oars laid across\nbm=bmesh.new()\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\n\n# mooring rope\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\ncu.bevel_depth=0.018; cu.bevel_resolution=3\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\ncu.materials.append(M['Bark'])\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:34:48.915624+00:00", "type": "tool_result", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:35:00.350835+00:00", "type": "llm_call", "call_index": 61, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:34:48.917626+00:00", "finished_at": "2026-07-26T01:35:00.345211+00:00", "duration_s": 11.421999999998661, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:34:48.917626+00:00", "finished_at": "2026-07-26T01:35:00.294688+00:00", "duration_s": 11.375, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "9702030", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        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{"ts": "2026-07-26T01:35:41.677614+00:00", "type": "llm_call", "call_index": 62, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:35:35.678726+00:00", "finished_at": "2026-07-26T01:35:41.672789+00:00", "duration_s": 5.985000000000582, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:35:35.678726+00:00", "finished_at": "2026-07-26T01:35:41.622020+00:00", "duration_s": 5.938000000000102, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "9702505", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  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*code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029735-92SJxKZvW4oJf0Q1Tx6P\",\"object\":\"chat.completion.chunk\",\"created\":1785029735,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029735-92SJxKZvW4oJf0Q1Tx6P\",\"object\":\"chat.completion.chunk\",\"created\":1785029735,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029735-92SJxKZvW4oJf0Q1Tx6P\",\"object\":\"chat.completion.chunk\",\"created\":1785029735,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029735-92SJxKZvW4oJf0Q1Tx6P\",\"object\":\"chat.completion.chunk\",\"created\":1785029735,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029735-92SJxKZvW4oJf0Q1Tx6P\",\"object\":\"chat.completion.chunk\",\"created\":1785029735,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":89413,\"completion_tokens\":73,\"total_tokens\":89486,\"cost\":0.04743175,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":89256,\"cache_write_tokens\":155,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.04743175,\"upstream_inference_prompt_cost\":0.04560675,\"upstream_inference_completions_cost\":0.001825},\"completion_tokens_details\":{\"reasoning_tokens\":0,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "7b1f2f0615dd7451f296a78cb5eac466513ec4f20ad036593f0b48fdaa14feb2"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}", "parse_error": null}], "tokens_in": 89413, "tokens_out": 73, "cost_usd": 0.04743175, "cached_tokens": 89256, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:35:41.820246+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:35:41.820246+00:00", "type": "tool_call", "id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}
{"ts": "2026-07-26T01:35:45.333990+00:00", "type": "tool_result", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "name": "get_screenshot_of_area_as_image", "text": "", "is_error": false, "has_image": true, "image_ref": "screenshots/dd46604a55cc6152.png"}
{"ts": "2026-07-26T01:35:45.338037+00:00", "type": "image", "tool": "get_screenshot_of_area_as_image"}
{"ts": "2026-07-26T01:35:59.816140+00:00", "type": "llm_call", "call_index": 63, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:35:45.339571+00:00", "finished_at": "2026-07-26T01:35:59.811971+00:00", "duration_s": 14.468000000000757, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:35:45.339571+00:00", "finished_at": "2026-07-26T01:35:59.757180+00:00", "duration_s": 14.42200000000048, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "10321399", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` 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{\"id\":\"gen-1785029744-CYoBDEDQaTVgO5fL9ou3\",\"object\":\"chat.completion.chunk\",\"created\":1785029744,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029744-CYoBDEDQaTVgO5fL9ou3\",\"object\":\"chat.completion.chunk\",\"created\":1785029744,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_qu\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029744-CYoBDEDQaTVgO5fL9ou3\",\"object\":\"chat.completion.chunk\",\"created\":1785029744,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"at('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029744-CYoBDEDQaTVgO5fL9ou3\",\"object\":\"chat.completion.chunk\",\"created\":1785029744,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029744-CYoBDEDQaTVgO5fL9ou3\",\"object\":\"chat.completion.chunk\",\"created\":1785029744,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029744-CYoBDEDQaTVgO5fL9ou3\",\"object\":\"chat.completion.chunk\",\"created\":1785029744,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ok\\\\\\\":1}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029744-CYoBDEDQaTVgO5fL9ou3\",\"object\":\"chat.completion.chunk\",\"created\":1785029744,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029744-CYoBDEDQaTVgO5fL9ou3\",\"object\":\"chat.completion.chunk\",\"created\":1785029744,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029744-CYoBDEDQaTVgO5fL9ou3\",\"object\":\"chat.completion.chunk\",\"created\":1785029744,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":90332,\"completion_tokens\":743,\"total_tokens\":91075,\"cost\":0.06903425,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":89411,\"cache_write_tokens\":919,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.06903425,\"upstream_inference_prompt_cost\":0.05045925,\"upstream_inference_completions_cost\":0.018575},\"completion_tokens_details\":{\"reasoning_tokens\":201,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "4e6d3297c15c54b75f8ac8d3843866f129d1addd41c7d8a77711c9e360e2ca53"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\ncam.location=(6.0,6.5,2.2)\ntgt=Vector((3.4,1.4,0.3))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=60\ncam.data.dof.use_dof=False\ns.render.resolution_x=700; s.render.resolution_y=700\ns.cycles.samples=24\ns.render.filepath='C:/tmp/bb_boat.png'\nbpy.ops.render.render(write_still=True)\nbpy.app.driver_namespace['camold']=old\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}], "tokens_in": 90332, "tokens_out": 743, "cost_usd": 0.06903425, "cached_tokens": 89411, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:35:59.991868+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\ncam.location=(6.0,6.5,2.2)\ntgt=Vector((3.4,1.4,0.3))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=60\ncam.data.dof.use_dof=False\ns.render.resolution_x=700; s.render.resolution_y=700\ns.cycles.samples=24\ns.render.filepath='C:/tmp/bb_boat.png'\nbpy.ops.render.render(write_still=True)\nbpy.app.driver_namespace['camold']=old\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:35:59.991868+00:00", "type": "tool_call", "id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\ncam.location=(6.0,6.5,2.2)\ntgt=Vector((3.4,1.4,0.3))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=60\ncam.data.dof.use_dof=False\ns.render.resolution_x=700; s.render.resolution_y=700\ns.cycles.samples=24\ns.render.filepath='C:/tmp/bb_boat.png'\nbpy.ops.render.render(write_still=True)\nbpy.app.driver_namespace['camold']=old\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:36:10.901544+00:00", "type": "tool_result", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:36:16.384265+00:00", "type": "llm_call", "call_index": 64, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:36:10.902554+00:00", "finished_at": "2026-07-26T01:36:16.379681+00:00", "duration_s": 5.46900000000096, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:36:10.902554+00:00", "finished_at": "2026-07-26T01:36:16.330929+00:00", "duration_s": 5.42200000000048, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "10322337", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4,1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/0c60a10661a4c22d.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:36:20.478713+00:00", "finished_at": "2026-07-26T01:36:50.468342+00:00", "duration_s": 29.984999999998763, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "10794367", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4,1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/0c60a10661a4c22d.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). 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{\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"stern rise\\\\n    ring=[]\\\\n    for k in range(NC):\\\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"90 (port top) .. +90 (stb top)\\\\n        x = beam*math.sin(a)\\\\n        z = sheer - depth*math\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".cos(a)**1.4\\\\n        ring.append(bm.verts.new((x,y,z)))\\\\n    rings.append(ring)\\\\nfor i in range(N\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"S):\\\\n    for k in range(NC-1):\\\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"+1][k]))\\\\n# close bow/stern\\\\nfor r in (rings[0], rings[-1]):\\\\n    try: bm.faces.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"new(r)\\\\n    except ValueError: pass\\\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"to_mesh(me); bm.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=bo\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"at.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nboat\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"))\\\\n\\\\n# gunwale rail\\\\nbm=bmesh.new()\\\\nfor side in (-1,1):\\\\n    pts=[]\\\\n    for i in range(NS+1):\\\\n        t=i/\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"NS; y=-L/2+L*t\\\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\\\n        pts.append(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Vector((side*beam, y, sheer)))\\\\n    for i in range(len(pts)-1):\\\\n        cyl(bm,pts[i],pts[i+1],\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"0.032,seg=6)\\\\n# seats\\\\nfor sy in (-0.65,0.05,0.75):\\\\n    t=(\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"sy+L/2)/L; b=prof(t)\\\\n    box(bm,(0,sy,-0.14),(2*b*0.98\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",0.19,0.045))\\\\nrim=add_mesh('BoatRim', bm,\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars\\\\nbm=b\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"mesh.new()\\\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"),0.028,seg=8)\\\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\\\ncyl(bm\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\\\nbox(bm,(-0.42,1.23\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",-0.02),(0.085,0.30,0.016))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope to dock post\\\\ncu=bpy.data.curves.new('Mooring','C\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"URVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"points.add(4)\\\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\",-1.95,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4;\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='A\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"UTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Props')\\\\ncu.materials.append(M['Bark'])\\\\n\\\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\\\nbpy.ops.render.render(write_still=True)\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029779-LdkkWK8TgMYKnVOqoH2V\",\"object\":\"chat.completion.chunk\",\"created\":1785029779,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":91631,\"completion_tokens\":2235,\"total_tokens\":93866,\"cost\":0.10698375,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":90710,\"cache_write_tokens\":919,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.10698375,\"upstream_inference_prompt_cost\":0.05110875,\"upstream_inference_completions_cost\":0.055875},\"completion_tokens_details\":{\"reasoning_tokens\":185,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "52189d5e61e465d12bc518ae935a479f6777edf99b7ee07667fd8389051e98d8"}, "error": null}], "response": {"text": "The boat reads badly. Let me build it properly with explicit lofted cross-sections.", "tool_calls": [{"id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\n\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\nL=3.1; W=1.10; H=0.50\nNS=22; NC=9   # sections, points per cross-section\n\ndef prof(t):\n    # t 0..1 along length; returns half-beam and sheer height factor\n    e = math.sin(math.pi*t)\n    beam = (W/2)*(e**0.5)\n    return beam\n\nbm=bmesh.new()\nrings=[]\nfor i in range(NS+1):\n    t=i/NS\n    y=-L/2+L*t\n    beam=max(0.02, prof(t))\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\n    ring=[]\n    for k in range(NC):\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\n        x = beam*math.sin(a)\n        z = sheer - depth*math.cos(a)**1.4\n        ring.append(bm.verts.new((x,y,z)))\n    rings.append(ring)\nfor i in range(NS):\n    for k in range(NC-1):\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\n# close bow/stern\nfor r in (rings[0], rings[-1]):\n    try: bm.faces.new(r)\n    except ValueError: pass\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\nme.materials.append(M['Wood_Dark'])\nfor p in me.polygons: p.use_smooth=True\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\n\n# gunwale rail\nbm=bmesh.new()\nfor side in (-1,1):\n    pts=[]\n    for i in range(NS+1):\n        t=i/NS; y=-L/2+L*t\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\n        pts.append(Vector((side*beam, y, sheer)))\n    for i in range(len(pts)-1):\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\n# seats\nfor sy in (-0.65,0.05,0.75):\n    t=(sy+L/2)/L; b=prof(t)\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\n\n# oars\nbm=bmesh.new()\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\n\n# mooring rope to dock post\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\ncu.bevel_depth=0.018; cu.bevel_resolution=3\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\ncu.materials.append(M['Bark'])\n\nscene.render.filepath='C:/tmp/bb_boat2.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}], "tokens_in": 91631, "tokens_out": 2235, "cost_usd": 0.10698375, "cached_tokens": 90710, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:36:50.653505+00:00", "type": "assistant", "text": "The boat reads badly. Let me build it properly with explicit lofted cross-sections.", "tool_calls": [{"id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\n\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\nL=3.1; W=1.10; H=0.50\nNS=22; NC=9   # sections, points per cross-section\n\ndef prof(t):\n    # t 0..1 along length; returns half-beam and sheer height factor\n    e = math.sin(math.pi*t)\n    beam = (W/2)*(e**0.5)\n    return beam\n\nbm=bmesh.new()\nrings=[]\nfor i in range(NS+1):\n    t=i/NS\n    y=-L/2+L*t\n    beam=max(0.02, prof(t))\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\n    ring=[]\n    for k in range(NC):\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\n        x = beam*math.sin(a)\n        z = sheer - depth*math.cos(a)**1.4\n        ring.append(bm.verts.new((x,y,z)))\n    rings.append(ring)\nfor i in range(NS):\n    for k in range(NC-1):\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\n# close bow/stern\nfor r in (rings[0], rings[-1]):\n    try: bm.faces.new(r)\n    except ValueError: pass\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\nme.materials.append(M['Wood_Dark'])\nfor p in me.polygons: p.use_smooth=True\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\n\n# gunwale rail\nbm=bmesh.new()\nfor side in (-1,1):\n    pts=[]\n    for i in range(NS+1):\n        t=i/NS; y=-L/2+L*t\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\n        pts.append(Vector((side*beam, y, sheer)))\n    for i in range(len(pts)-1):\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\n# seats\nfor sy in (-0.65,0.05,0.75):\n    t=(sy+L/2)/L; b=prof(t)\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\n\n# oars\nbm=bmesh.new()\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\n\n# mooring rope to dock post\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\ncu.bevel_depth=0.018; cu.bevel_resolution=3\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\ncu.materials.append(M['Bark'])\n\nscene.render.filepath='C:/tmp/bb_boat2.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:36:50.653505+00:00", "type": "tool_call", "id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\n\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\nL=3.1; W=1.10; H=0.50\nNS=22; NC=9   # sections, points per cross-section\n\ndef prof(t):\n    # t 0..1 along length; returns half-beam and sheer height factor\n    e = math.sin(math.pi*t)\n    beam = (W/2)*(e**0.5)\n    return beam\n\nbm=bmesh.new()\nrings=[]\nfor i in range(NS+1):\n    t=i/NS\n    y=-L/2+L*t\n    beam=max(0.02, prof(t))\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\n    ring=[]\n    for k in range(NC):\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\n        x = beam*math.sin(a)\n        z = sheer - depth*math.cos(a)**1.4\n        ring.append(bm.verts.new((x,y,z)))\n    rings.append(ring)\nfor i in range(NS):\n    for k in range(NC-1):\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\n# close bow/stern\nfor r in (rings[0], rings[-1]):\n    try: bm.faces.new(r)\n    except ValueError: pass\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\nme.materials.append(M['Wood_Dark'])\nfor p in me.polygons: p.use_smooth=True\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\n\n# gunwale rail\nbm=bmesh.new()\nfor side in (-1,1):\n    pts=[]\n    for i in range(NS+1):\n        t=i/NS; y=-L/2+L*t\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\n        pts.append(Vector((side*beam, y, sheer)))\n    for i in range(len(pts)-1):\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\n# seats\nfor sy in (-0.65,0.05,0.75):\n    t=(sy+L/2)/L; b=prof(t)\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\n\n# oars\nbm=bmesh.new()\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\n\n# mooring rope to dock post\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\ncu.bevel_depth=0.018; cu.bevel_resolution=3\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\ncu.materials.append(M['Bark'])\n\nscene.render.filepath='C:/tmp/bb_boat2.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:37:01.716400+00:00", "type": "tool_result", "tool_call_id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:37:06.929872+00:00", "type": "llm_call", "call_index": 66, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:37:01.717915+00:00", "finished_at": "2026-07-26T01:37:06.925282+00:00", "duration_s": 5.203000000001339, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/0c60a10661a4c22d.png"}}]}, {"role": "assistant", "content": "The boat reads badly. Let me build it properly with explicit lofted cross-sections.", "tool_calls": [{"id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:37:01.717915+00:00", "finished_at": "2026-07-26T01:37:06.868486+00:00", "duration_s": 5.156000000000859, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "10798196", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4,1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/0c60a10661a4c22d.png\"}}]},{\"role\":\"assistant\",\"content\":\"The boat reads badly. Let me build it properly with explicit lofted cross-sections.\",\"tool_calls\":[{\"id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=3.1; W=1.10; H=0.50\\\\nNS=22; NC=9   # sections, points per cross-section\\\\n\\\\ndef prof(t):\\\\n    # t 0..1 along length; returns half-beam and sheer height factor\\\\n    e = math.sin(math.pi*t)\\\\n    beam = (W/2)*(e**0.5)\\\\n    return beam\\\\n\\\\nbm=bmesh.new()\\\\nrings=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    y=-L/2+L*t\\\\n    beam=max(0.02, prof(t))\\\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\\\n    ring=[]\\\\n    for k in range(NC):\\\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\\\n        x = beam*math.sin(a)\\\\n        z = sheer - depth*math.cos(a)**1.4\\\\n        ring.append(bm.verts.new((x,y,z)))\\\\n    rings.append(ring)\\\\nfor i in range(NS):\\\\n    for k in range(NC-1):\\\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\\\n# close bow/stern\\\\nfor r in (rings[0], rings[-1]):\\\\n    try: bm.faces.new(r)\\\\n    except ValueError: pass\\\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\\\n\\\\n# gunwale rail\\\\nbm=bmesh.new()\\\\nfor side in (-1,1):\\\\n    pts=[]\\\\n    for i in range(NS+1):\\\\n        t=i/NS; y=-L/2+L*t\\\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\\\n        pts.append(Vector((side*beam, y, sheer)))\\\\n    for i in range(len(pts)-1):\\\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\\\n# seats\\\\nfor sy in (-0.65,0.05,0.75):\\\\n    t=(sy+L/2)/L; b=prof(t)\\\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\n\\\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow 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{"ts": "2026-07-26T01:37:24.229520+00:00", "type": "llm_call", "call_index": 67, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:37:11.157132+00:00", "finished_at": "2026-07-26T01:37:24.224289+00:00", "duration_s": 13.078000000001339, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/0c60a10661a4c22d.png"}}]}, {"role": "assistant", "content": "The boat reads badly. Let me build it properly with explicit lofted cross-sections.", "tool_calls": [{"id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/b36c708434a372a6.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:37:11.157132+00:00", "finished_at": "2026-07-26T01:37:24.164412+00:00", "duration_s": 13.01600000000144, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "11270986", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4,1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/0c60a10661a4c22d.png\"}}]},{\"role\":\"assistant\",\"content\":\"The boat reads badly. Let me build it properly with explicit lofted cross-sections.\",\"tool_calls\":[{\"id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=3.1; W=1.10; H=0.50\\\\nNS=22; NC=9   # sections, points per cross-section\\\\n\\\\ndef prof(t):\\\\n    # t 0..1 along length; returns half-beam and sheer height factor\\\\n    e = math.sin(math.pi*t)\\\\n    beam = (W/2)*(e**0.5)\\\\n    return beam\\\\n\\\\nbm=bmesh.new()\\\\nrings=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    y=-L/2+L*t\\\\n    beam=max(0.02, prof(t))\\\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\\\n    ring=[]\\\\n    for k in range(NC):\\\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\\\n        x = beam*math.sin(a)\\\\n        z = sheer - depth*math.cos(a)**1.4\\\\n        ring.append(bm.verts.new((x,y,z)))\\\\n    rings.append(ring)\\\\nfor i in range(NS):\\\\n    for k in range(NC-1):\\\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\\\n# close bow/stern\\\\nfor r in (rings[0], rings[-1]):\\\\n    try: bm.faces.new(r)\\\\n    except ValueError: pass\\\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\\\n\\\\n# gunwale rail\\\\nbm=bmesh.new()\\\\nfor side in (-1,1):\\\\n    pts=[]\\\\n    for i in range(NS+1):\\\\n        t=i/NS; y=-L/2+L*t\\\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\\\n        pts.append(Vector((side*beam, y, sheer)))\\\\n    for i in range(len(pts)-1):\\\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\\\n# seats\\\\nfor sy in (-0.65,0.05,0.75):\\\\n    t=(sy+L/2)/L; b=prof(t)\\\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\n\\\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/b36c708434a372a6.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        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{\"id\":\"gen-1785029830-ER1LQ7ecexLfTNrIJkow\",\"object\":\"chat.completion.chunk\",\"created\":1785029830,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029830-ER1LQ7ecexLfTNrIJkow\",\"object\":\"chat.completion.chunk\",\"created\":1785029830,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":94490,\"completion_tokens\":686,\"total_tokens\":95176,\"cost\":0.06968825,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":93569,\"cache_write_tokens\":919,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.06968825,\"upstream_inference_prompt_cost\":0.05253825,\"upstream_inference_completions_cost\":0.01715},\"completion_tokens_details\":{\"reasoning_tokens\":182,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "0beda4bb78ae94cc650c7c68e653a996e84f50c0414c77102003821104971101"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\ncam.location=(6.6,1.4,1.0)\ntgt=Vector((3.55,1.4,0.15))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=70\ns.render.filepath='C:/tmp/bb_boat3.png'\nbpy.ops.render.render(write_still=True)\nb=bpy.data.objects['Rowboat']\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\nresult={\"bb\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(6.6,1.4,1.0)\\ntgt=Vector((3.55,1.4,0.15))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=70\\ns.render.filepath='C:/tmp/bb_boat3.png'\\nbpy.ops.render.render(write_still=True)\\nb=bpy.data.objects['Rowboat']\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\nresult={\\\"bb\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\n\"}", "parse_error": null}], "tokens_in": 94490, "tokens_out": 686, "cost_usd": 0.06968825, "cached_tokens": 93569, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:37:24.438007+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\ncam.location=(6.6,1.4,1.0)\ntgt=Vector((3.55,1.4,0.15))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=70\ns.render.filepath='C:/tmp/bb_boat3.png'\nbpy.ops.render.render(write_still=True)\nb=bpy.data.objects['Rowboat']\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\nresult={\"bb\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(6.6,1.4,1.0)\\ntgt=Vector((3.55,1.4,0.15))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=70\\ns.render.filepath='C:/tmp/bb_boat3.png'\\nbpy.ops.render.render(write_still=True)\\nb=bpy.data.objects['Rowboat']\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\nresult={\\\"bb\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:37:24.439526+00:00", "type": "tool_call", "id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\ncam.location=(6.6,1.4,1.0)\ntgt=Vector((3.55,1.4,0.15))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=70\ns.render.filepath='C:/tmp/bb_boat3.png'\nbpy.ops.render.render(write_still=True)\nb=bpy.data.objects['Rowboat']\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\nresult={\"bb\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(6.6,1.4,1.0)\\ntgt=Vector((3.55,1.4,0.15))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=70\\ns.render.filepath='C:/tmp/bb_boat3.png'\\nbpy.ops.render.render(write_still=True)\\nb=bpy.data.objects['Rowboat']\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\nresult={\\\"bb\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\n\"}"}
{"ts": "2026-07-26T01:37:36.519271+00:00", "type": "tool_result", "tool_call_id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"bb\": [\n      [\n        2.54,\n        4.55\n      ],\n      [\n        -0.26,\n        3.04\n      ],\n      [\n        -0.36,\n        0.25\n      ]\n    ]\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:37:43.180954+00:00", "type": "llm_call", "call_index": 68, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:37:36.521778+00:00", "finished_at": "2026-07-26T01:37:43.175898+00:00", "duration_s": 6.641000000001441, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/0c60a10661a4c22d.png"}}]}, {"role": "assistant", "content": "The boat reads badly. Let me build it properly with explicit lofted cross-sections.", "tool_calls": [{"id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/b36c708434a372a6.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(6.6,1.4,1.0)\\ntgt=Vector((3.55,1.4,0.15))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=70\\ns.render.filepath='C:/tmp/bb_boat3.png'\\nbpy.ops.render.render(write_still=True)\\nb=bpy.data.objects['Rowboat']\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\nresult={\\\"bb\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"bb\": [\n      [\n        2.54,\n        4.55\n      ],\n      [\n        -0.26,\n        3.04\n      ],\n      [\n        -0.36,\n        0.25\n      ]\n    ]\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:37:36.521778+00:00", "finished_at": "2026-07-26T01:37:43.116068+00:00", "duration_s": 6.59400000000096, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "11272032", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4,1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/0c60a10661a4c22d.png\"}}]},{\"role\":\"assistant\",\"content\":\"The boat reads badly. Let me build it properly with explicit lofted cross-sections.\",\"tool_calls\":[{\"id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=3.1; W=1.10; H=0.50\\\\nNS=22; NC=9   # sections, points per cross-section\\\\n\\\\ndef prof(t):\\\\n    # t 0..1 along length; returns half-beam and sheer height factor\\\\n    e = math.sin(math.pi*t)\\\\n    beam = (W/2)*(e**0.5)\\\\n    return beam\\\\n\\\\nbm=bmesh.new()\\\\nrings=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    y=-L/2+L*t\\\\n    beam=max(0.02, prof(t))\\\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\\\n    ring=[]\\\\n    for k in range(NC):\\\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\\\n        x = beam*math.sin(a)\\\\n        z = sheer - depth*math.cos(a)**1.4\\\\n        ring.append(bm.verts.new((x,y,z)))\\\\n    rings.append(ring)\\\\nfor i in range(NS):\\\\n    for k in range(NC-1):\\\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\\\n# close bow/stern\\\\nfor r in (rings[0], rings[-1]):\\\\n    try: bm.faces.new(r)\\\\n    except ValueError: pass\\\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\\\n\\\\n# gunwale rail\\\\nbm=bmesh.new()\\\\nfor side in (-1,1):\\\\n    pts=[]\\\\n    for i in range(NS+1):\\\\n        t=i/NS; y=-L/2+L*t\\\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\\\n        pts.append(Vector((side*beam, y, sheer)))\\\\n    for i in range(len(pts)-1):\\\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\\\n# seats\\\\nfor sy in (-0.65,0.05,0.75):\\\\n    t=(sy+L/2)/L; b=prof(t)\\\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\n\\\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/b36c708434a372a6.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(6.6,1.4,1.0)\\\\ntgt=Vector((3.55,1.4,0.15))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=70\\\\ns.render.filepath='C:/tmp/bb_boat3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nb=bpy.data.objects['Rowboat']\\\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\\\nresult={\\\\\\\"bb\\\\\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"bb\\\": [\\n      [\\n        2.54,\\n        4.55\\n      ],\\n      [\\n        -0.26,\\n        3.04\\n      ],\\n      [\\n        -0.36,\\n        0.25\\n      ]\\n    ]\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        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{"ts": "2026-07-26T01:37:59.954857+00:00", "type": "llm_call", "call_index": 69, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:37:47.008580+00:00", "finished_at": "2026-07-26T01:37:59.950276+00:00", "duration_s": 12.936999999999898, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/0c60a10661a4c22d.png"}}]}, {"role": "assistant", "content": "The boat reads badly. Let me build it properly with explicit lofted cross-sections.", "tool_calls": [{"id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/b36c708434a372a6.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(6.6,1.4,1.0)\\ntgt=Vector((3.55,1.4,0.15))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=70\\ns.render.filepath='C:/tmp/bb_boat3.png'\\nbpy.ops.render.render(write_still=True)\\nb=bpy.data.objects['Rowboat']\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\nresult={\\\"bb\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"bb\": [\n      [\n        2.54,\n        4.55\n      ],\n      [\n        -0.26,\n        3.04\n      ],\n      [\n        -0.36,\n        0.25\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DeUefvwCHgNd1Uqc5QLXdh", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DeUefvwCHgNd1Uqc5QLXdh", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/1e55ffc3d7ac4cee.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:37:47.008580+00:00", "finished_at": "2026-07-26T01:37:59.889903+00:00", "duration_s": 12.875, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "11723946", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4,1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/0c60a10661a4c22d.png\"}}]},{\"role\":\"assistant\",\"content\":\"The boat reads badly. Let me build it properly with explicit lofted cross-sections.\",\"tool_calls\":[{\"id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=3.1; W=1.10; H=0.50\\\\nNS=22; NC=9   # sections, points per cross-section\\\\n\\\\ndef prof(t):\\\\n    # t 0..1 along length; returns half-beam and sheer height factor\\\\n    e = math.sin(math.pi*t)\\\\n    beam = (W/2)*(e**0.5)\\\\n    return beam\\\\n\\\\nbm=bmesh.new()\\\\nrings=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    y=-L/2+L*t\\\\n    beam=max(0.02, prof(t))\\\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\\\n    ring=[]\\\\n    for k in range(NC):\\\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\\\n        x = beam*math.sin(a)\\\\n        z = sheer - depth*math.cos(a)**1.4\\\\n        ring.append(bm.verts.new((x,y,z)))\\\\n    rings.append(ring)\\\\nfor i in range(NS):\\\\n    for k in range(NC-1):\\\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\\\n# close bow/stern\\\\nfor r in (rings[0], rings[-1]):\\\\n    try: bm.faces.new(r)\\\\n    except ValueError: pass\\\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\\\n\\\\n# gunwale rail\\\\nbm=bmesh.new()\\\\nfor side in (-1,1):\\\\n    pts=[]\\\\n    for i in range(NS+1):\\\\n        t=i/NS; y=-L/2+L*t\\\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\\\n        pts.append(Vector((side*beam, y, sheer)))\\\\n    for i in range(len(pts)-1):\\\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\\\n# seats\\\\nfor sy in (-0.65,0.05,0.75):\\\\n    t=(sy+L/2)/L; b=prof(t)\\\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\n\\\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/b36c708434a372a6.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(6.6,1.4,1.0)\\\\ntgt=Vector((3.55,1.4,0.15))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=70\\\\ns.render.filepath='C:/tmp/bb_boat3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nb=bpy.data.objects['Rowboat']\\\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\\\nresult={\\\\\\\"bb\\\\\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"bb\\\": [\\n      [\\n        2.54,\\n        4.55\\n      ],\\n      [\\n        -0.26,\\n        3.04\\n      ],\\n      [\\n        -0.36,\\n        0.25\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DeUefvwCHgNd1Uqc5QLXdh\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DeUefvwCHgNd1Uqc5QLXdh\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/1e55ffc3d7ac4cee.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` 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{\"id\":\"gen-1785029866-TLO9Ftp7eJPzu2NFbqYM\",\"object\":\"chat.completion.chunk\",\"created\":1785029866,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\\\nfor i,bp in enumerate(sp.bez\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029866-TLO9Ftp7eJPzu2NFbqYM\",\"object\":\"chat.completion.chunk\",\"created\":1785029866,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\\\n\\\\ncam=\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029866-TLO9Ftp7eJPzu2NFbqYM\",\"object\":\"chat.completion.chunk\",\"created\":1785029866,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"bpy.data.objects['Camera']\\\\ncam.location=(8.2,5.6,2.6)\\\\ntgt=Vector((3.6,1\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029866-TLO9Ftp7eJPzu2NFbqYM\",\"object\":\"chat.completion.chunk\",\"created\":1785029866,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".2,0.2))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nc\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029866-TLO9Ftp7eJPzu2NFbqYM\",\"object\":\"chat.completion.chunk\",\"created\":1785029866,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"am.data.lens=45\\\\ns.render.filepath='C:/tmp/bb_boat4.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029866-TLO9Ftp7eJPzu2NFbqYM\",\"object\":\"chat.completion.chunk\",\"created\":1785029866,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029866-TLO9Ftp7eJPzu2NFbqYM\",\"object\":\"chat.completion.chunk\",\"created\":1785029866,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029866-TLO9Ftp7eJPzu2NFbqYM\",\"object\":\"chat.completion.chunk\",\"created\":1785029866,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":95834,\"completion_tokens\":764,\"total_tokens\":96598,\"cost\":0.07231025,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":94913,\"cache_write_tokens\":919,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.07231025,\"upstream_inference_prompt_cost\":0.05321025,\"upstream_inference_completions_cost\":0.0191},\"completion_tokens_details\":{\"reasoning_tokens\":168,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "453e783b58d46a570043660efc03b38af271ee2d3ec5dc0d8961354baf5b44e3"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\nfor nm in ('Rowboat','BoatRim','Oars'):\n    o=bpy.data.objects[nm]\n    o.location=(4.35,2.9,0.10)\n    o.rotation_euler=(0,0,math.radians(-8))\n# rope reattach\ncu=bpy.data.objects['Mooring'].data\nsp=cu.splines[0]\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\n\ncam=bpy.data.objects['Camera']\ncam.location=(8.2,5.6,2.6)\ntgt=Vector((3.6,1.2,0.2))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=45\ns.render.filepath='C:/tmp/bb_boat4.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nfor nm in ('Rowboat','BoatRim','Oars'):\\n    o=bpy.data.objects[nm]\\n    o.location=(4.35,2.9,0.10)\\n    o.rotation_euler=(0,0,math.radians(-8))\\n# rope reattach\\ncu=bpy.data.objects['Mooring'].data\\nsp=cu.splines[0]\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.2,5.6,2.6)\\ntgt=Vector((3.6,1.2,0.2))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=45\\ns.render.filepath='C:/tmp/bb_boat4.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}], "tokens_in": 95834, "tokens_out": 764, "cost_usd": 0.07231025, "cached_tokens": 94913, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:38:00.124382+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\nfor nm in ('Rowboat','BoatRim','Oars'):\n    o=bpy.data.objects[nm]\n    o.location=(4.35,2.9,0.10)\n    o.rotation_euler=(0,0,math.radians(-8))\n# rope reattach\ncu=bpy.data.objects['Mooring'].data\nsp=cu.splines[0]\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\n\ncam=bpy.data.objects['Camera']\ncam.location=(8.2,5.6,2.6)\ntgt=Vector((3.6,1.2,0.2))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=45\ns.render.filepath='C:/tmp/bb_boat4.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nfor nm in ('Rowboat','BoatRim','Oars'):\\n    o=bpy.data.objects[nm]\\n    o.location=(4.35,2.9,0.10)\\n    o.rotation_euler=(0,0,math.radians(-8))\\n# rope reattach\\ncu=bpy.data.objects['Mooring'].data\\nsp=cu.splines[0]\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.2,5.6,2.6)\\ntgt=Vector((3.6,1.2,0.2))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=45\\ns.render.filepath='C:/tmp/bb_boat4.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:38:00.124382+00:00", "type": "tool_call", "id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\nfor nm in ('Rowboat','BoatRim','Oars'):\n    o=bpy.data.objects[nm]\n    o.location=(4.35,2.9,0.10)\n    o.rotation_euler=(0,0,math.radians(-8))\n# rope reattach\ncu=bpy.data.objects['Mooring'].data\nsp=cu.splines[0]\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\n\ncam=bpy.data.objects['Camera']\ncam.location=(8.2,5.6,2.6)\ntgt=Vector((3.6,1.2,0.2))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=45\ns.render.filepath='C:/tmp/bb_boat4.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nfor nm in ('Rowboat','BoatRim','Oars'):\\n    o=bpy.data.objects[nm]\\n    o.location=(4.35,2.9,0.10)\\n    o.rotation_euler=(0,0,math.radians(-8))\\n# rope reattach\\ncu=bpy.data.objects['Mooring'].data\\nsp=cu.splines[0]\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.2,5.6,2.6)\\ntgt=Vector((3.6,1.2,0.2))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=45\\ns.render.filepath='C:/tmp/bb_boat4.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:38:11.024243+00:00", "type": "tool_result", "tool_call_id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:38:34.055631+00:00", "type": "llm_call", "call_index": 70, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:38:11.025240+00:00", "finished_at": "2026-07-26T01:38:34.050041+00:00", "duration_s": 23.01600000000144, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/0c60a10661a4c22d.png"}}]}, {"role": "assistant", "content": "The boat reads badly. Let me build it properly with explicit lofted cross-sections.", "tool_calls": [{"id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/b36c708434a372a6.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(6.6,1.4,1.0)\\ntgt=Vector((3.55,1.4,0.15))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=70\\ns.render.filepath='C:/tmp/bb_boat3.png'\\nbpy.ops.render.render(write_still=True)\\nb=bpy.data.objects['Rowboat']\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\nresult={\\\"bb\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"bb\": [\n      [\n        2.54,\n        4.55\n      ],\n      [\n        -0.26,\n        3.04\n      ],\n      [\n        -0.36,\n        0.25\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DeUefvwCHgNd1Uqc5QLXdh", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DeUefvwCHgNd1Uqc5QLXdh", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/1e55ffc3d7ac4cee.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nfor nm in ('Rowboat','BoatRim','Oars'):\\n    o=bpy.data.objects[nm]\\n    o.location=(4.35,2.9,0.10)\\n    o.rotation_euler=(0,0,math.radians(-8))\\n# rope reattach\\ncu=bpy.data.objects['Mooring'].data\\nsp=cu.splines[0]\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.2,5.6,2.6)\\ntgt=Vector((3.6,1.2,0.2))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=45\\ns.render.filepath='C:/tmp/bb_boat4.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:38:11.025240+00:00", "finished_at": "2026-07-26T01:38:33.987704+00:00", "duration_s": 22.95300000000134, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "11725063", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4,1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/0c60a10661a4c22d.png\"}}]},{\"role\":\"assistant\",\"content\":\"The boat reads badly. Let me build it properly with explicit lofted cross-sections.\",\"tool_calls\":[{\"id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=3.1; W=1.10; H=0.50\\\\nNS=22; NC=9   # sections, points per cross-section\\\\n\\\\ndef prof(t):\\\\n    # t 0..1 along length; returns half-beam and sheer height factor\\\\n    e = math.sin(math.pi*t)\\\\n    beam = (W/2)*(e**0.5)\\\\n    return beam\\\\n\\\\nbm=bmesh.new()\\\\nrings=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    y=-L/2+L*t\\\\n    beam=max(0.02, prof(t))\\\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\\\n    ring=[]\\\\n    for k in range(NC):\\\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\\\n        x = beam*math.sin(a)\\\\n        z = sheer - depth*math.cos(a)**1.4\\\\n        ring.append(bm.verts.new((x,y,z)))\\\\n    rings.append(ring)\\\\nfor i in range(NS):\\\\n    for k in range(NC-1):\\\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\\\n# close bow/stern\\\\nfor r in (rings[0], rings[-1]):\\\\n    try: bm.faces.new(r)\\\\n    except ValueError: pass\\\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\\\n\\\\n# gunwale rail\\\\nbm=bmesh.new()\\\\nfor side in (-1,1):\\\\n    pts=[]\\\\n    for i in range(NS+1):\\\\n        t=i/NS; y=-L/2+L*t\\\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\\\n        pts.append(Vector((side*beam, y, sheer)))\\\\n    for i in range(len(pts)-1):\\\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\\\n# seats\\\\nfor sy in (-0.65,0.05,0.75):\\\\n    t=(sy+L/2)/L; b=prof(t)\\\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\n\\\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/b36c708434a372a6.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(6.6,1.4,1.0)\\\\ntgt=Vector((3.55,1.4,0.15))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=70\\\\ns.render.filepath='C:/tmp/bb_boat3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nb=bpy.data.objects['Rowboat']\\\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\\\nresult={\\\\\\\"bb\\\\\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"bb\\\": [\\n      [\\n        2.54,\\n        4.55\\n      ],\\n      [\\n        -0.26,\\n        3.04\\n      ],\\n      [\\n        -0.36,\\n        0.25\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DeUefvwCHgNd1Uqc5QLXdh\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DeUefvwCHgNd1Uqc5QLXdh\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/1e55ffc3d7ac4cee.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Wi9VJd8e92i6rWAovEjbsv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nfor nm in ('Rowboat','BoatRim','Oars'):\\\\n    o=bpy.data.objects[nm]\\\\n    o.location=(4.35,2.9,0.10)\\\\n    o.rotation_euler=(0,0,math.radians(-8))\\\\n# rope reattach\\\\ncu=bpy.data.objects['Mooring'].data\\\\nsp=cu.splines[0]\\\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.2,5.6,2.6)\\\\ntgt=Vector((3.6,1.2,0.2))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=45\\\\ns.render.filepath='C:/tmp/bb_boat4.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Wi9VJd8e92i6rWAovEjbsv\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a 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Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/0c60a10661a4c22d.png"}}]}, {"role": "assistant", "content": "The boat reads badly. Let me build it properly with explicit lofted cross-sections.", "tool_calls": [{"id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/b36c708434a372a6.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(6.6,1.4,1.0)\\ntgt=Vector((3.55,1.4,0.15))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=70\\ns.render.filepath='C:/tmp/bb_boat3.png'\\nbpy.ops.render.render(write_still=True)\\nb=bpy.data.objects['Rowboat']\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\nresult={\\\"bb\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"bb\": [\n      [\n        2.54,\n        4.55\n      ],\n      [\n        -0.26,\n        3.04\n      ],\n      [\n        -0.36,\n        0.25\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DeUefvwCHgNd1Uqc5QLXdh", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DeUefvwCHgNd1Uqc5QLXdh", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/1e55ffc3d7ac4cee.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nfor nm in ('Rowboat','BoatRim','Oars'):\\n    o=bpy.data.objects[nm]\\n    o.location=(4.35,2.9,0.10)\\n    o.rotation_euler=(0,0,math.radians(-8))\\n# rope reattach\\ncu=bpy.data.objects['Mooring'].data\\nsp=cu.splines[0]\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.2,5.6,2.6)\\ntgt=Vector((3.6,1.2,0.2))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=45\\ns.render.filepath='C:/tmp/bb_boat4.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016cr9nWdCuRF9jNup6CBTXw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016cr9nWdCuRF9jNup6CBTXw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/70950b59080fcc50.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:38:37.635374+00:00", "finished_at": "2026-07-26T01:38:51.022215+00:00", "duration_s": 13.389999999999418, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "12196573", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4,1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/0c60a10661a4c22d.png\"}}]},{\"role\":\"assistant\",\"content\":\"The boat reads badly. Let me build it properly with explicit lofted cross-sections.\",\"tool_calls\":[{\"id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=3.1; W=1.10; H=0.50\\\\nNS=22; NC=9   # sections, points per cross-section\\\\n\\\\ndef prof(t):\\\\n    # t 0..1 along length; returns half-beam and sheer height factor\\\\n    e = math.sin(math.pi*t)\\\\n    beam = (W/2)*(e**0.5)\\\\n    return beam\\\\n\\\\nbm=bmesh.new()\\\\nrings=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    y=-L/2+L*t\\\\n    beam=max(0.02, prof(t))\\\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\\\n    ring=[]\\\\n    for k in range(NC):\\\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\\\n        x = beam*math.sin(a)\\\\n        z = sheer - depth*math.cos(a)**1.4\\\\n        ring.append(bm.verts.new((x,y,z)))\\\\n    rings.append(ring)\\\\nfor i in range(NS):\\\\n    for k in range(NC-1):\\\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\\\n# close bow/stern\\\\nfor r in (rings[0], rings[-1]):\\\\n    try: bm.faces.new(r)\\\\n    except ValueError: pass\\\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\\\n\\\\n# gunwale rail\\\\nbm=bmesh.new()\\\\nfor side in (-1,1):\\\\n    pts=[]\\\\n    for i in range(NS+1):\\\\n        t=i/NS; y=-L/2+L*t\\\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\\\n        pts.append(Vector((side*beam, y, sheer)))\\\\n    for i in range(len(pts)-1):\\\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\\\n# seats\\\\nfor sy in (-0.65,0.05,0.75):\\\\n    t=(sy+L/2)/L; b=prof(t)\\\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\n\\\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/b36c708434a372a6.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(6.6,1.4,1.0)\\\\ntgt=Vector((3.55,1.4,0.15))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=70\\\\ns.render.filepath='C:/tmp/bb_boat3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nb=bpy.data.objects['Rowboat']\\\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\\\nresult={\\\\\\\"bb\\\\\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"bb\\\": [\\n      [\\n        2.54,\\n        4.55\\n      ],\\n      [\\n        -0.26,\\n        3.04\\n      ],\\n      [\\n        -0.36,\\n        0.25\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DeUefvwCHgNd1Uqc5QLXdh\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DeUefvwCHgNd1Uqc5QLXdh\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/1e55ffc3d7ac4cee.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Wi9VJd8e92i6rWAovEjbsv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nfor nm in ('Rowboat','BoatRim','Oars'):\\\\n    o=bpy.data.objects[nm]\\\\n    o.location=(4.35,2.9,0.10)\\\\n    o.rotation_euler=(0,0,math.radians(-8))\\\\n# rope reattach\\\\ncu=bpy.data.objects['Mooring'].data\\\\nsp=cu.splines[0]\\\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); 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Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"signature\":\"CAISnQMKhwEIEBgCKkCuKhdJtiKHurcgW6XCDzdMTJ5OgmG5lcNoLZKbXuqX1DIiynrRngwvGNUWmqQOHMQz6dKl6k1CKcEk1k2SSWvLMg1jbGF1ZGUtb3B1cy01OAFCCHRoaW5raW5nWiQ0YzBmMDQ2Zi0yNWZkLTQ1ZmItYmZiMy1hMDhhOGUyNDljYTcSDL8VWIqw2B3A3dJHwhoMsrDERYhKe6yfYdQ/IjDnxXqxf8Ycsn7hW4kKQ6w5Dkwi5vUZN8I65y8cKT6xDOqsfy4S2t/TgZ9ZsIyV9zQqwgE7SI6iB9bRrQcYy60UWKb+lW3loR1C3xO+ETJIii0qmh4z7URspQFoWXSl/HixnmZlO45rIWA8rmOuSZlJ7lgsPJhNRcLh5ZiHk39sTFr3r+H2qHqeJa3gU/4qJX2vuOcPTND44CYs05qdHqMKJ7hLsp1HuXstpLlH93FfR58kP2EHlm9A1YLg8uW5+OPqSvRnL05YZNIw2Ju1loByYmteHiCnyS8M5t6qvNcPBSujYC63rKHtnDzNDzb4X6cEV2dPsRgB\",\"format\":\"anthropic-claude-v1\",\"index\":0}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"id\":\"toolu_01Uw5x4hvvQoFFudp4noqUC1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\nscene=bpy.context\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_m\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"esh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# rebuild lily pads avoiding boat &\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\" dock\\\\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\".6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(70\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\\\\n    x=POND.\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"3.0<y<5.8: continue      # dock\\\\n    if 3.0<x<5.8 and 1.0\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"<y<4.8: continue        # boat\\\\n    s=rnd.uniform(0.15,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\n# hero camera\\\\ncam=bpy.data.objects['\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"Camera']\\\\ncam.location=(10.2,10.0,6.2)\\\\ntgt=Vector((-\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"4.2,-4.4,2.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"to_euler()\\\\ncam.data.lens=40\\\\ncam.data.dof.use_dof=True\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\\ncam.data.dof.aperture_fstop=9.0\\\\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\\\\nscene.c\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\n: OPENROUTER PROCESSING\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"ycles.samples=48\\\\nscene.render.filepath='C:/tmp/bb_prev13.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\\\"}\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\",\"reasoning\":null},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}]}\n\ndata: {\"id\":\"gen-1785029917-P57mmAxo0ut9wAC0Rd9F\",\"object\":\"chat.completion.chunk\",\"created\":1785029917,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"service_tier\":\"default\",\"choices\":[{\"index\":0,\"delta\":{\"content\":\"\",\"role\":\"assistant\"},\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_use\"}],\"usage\":{\"prompt_tokens\":97259,\"completion_tokens\":954,\"total_tokens\":98213,\"cost\":0.07777275,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":96338,\"cache_write_tokens\":919,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.07777275,\"upstream_inference_prompt_cost\":0.05392275,\"upstream_inference_completions_cost\":0.02385},\"completion_tokens_details\":{\"reasoning_tokens\":55,\"image_tokens\":0,\"audio_tokens\":0}}}\n\ndata: [DONE]", "body_sha256": "b8da478651af50282f2b4445be940ebf4961f54af5a70e67c937088fafd635f7"}, "error": null}], "response": {"text": "", "tool_calls": [{"id": "toolu_01Uw5x4hvvQoFFudp4noqUC1", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\n\n# rebuild lily pads avoiding boat & dock\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\nPOND=Vector((0.0,7.0))\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\nbm=bmesh.new(); rnd=random.Random(19)\nfor i in range(70):\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\n    if 0.8<x<3.6 and -3.0<y<5.8: continue      # dock\n    if 3.0<x<5.8 and 1.0<y<4.8: continue        # boat\n    s=rnd.uniform(0.15,0.30)\n    ring=[]\n    n=10\n    for k in range(n):\n        a=2*math.pi*k/n\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\n    bm.faces.new(ring)\nadd_mesh('LilyPads', bm,'Props','Foliage')\n\n# hero camera\ncam=bpy.data.objects['Camera']\ncam.location=(10.2,10.0,6.2)\ntgt=Vector((-4.2,-4.4,2.3))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=40\ncam.data.dof.use_dof=True\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ncam.data.dof.aperture_fstop=9.0\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\nscene.cycles.samples=48\nscene.render.filepath='C:/tmp/bb_prev13.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\\n\\n# rebuild lily pads avoiding boat & dock\\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(70):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.8: continue      # dock\\n    if 3.0<x<5.8 and 1.0<y<4.8: continue        # boat\\n    s=rnd.uniform(0.15,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\n# hero camera\\ncam=bpy.data.objects['Camera']\\ncam.location=(10.2,10.0,6.2)\\ntgt=Vector((-4.2,-4.4,2.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=40\\ncam.data.dof.use_dof=True\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=9.0\\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\\nscene.cycles.samples=48\\nscene.render.filepath='C:/tmp/bb_prev13.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}], "tokens_in": 97259, "tokens_out": 954, "cost_usd": 0.07777275, "cached_tokens": 96338, "finish_reason": "tool_calls"}, "error": null}
{"ts": "2026-07-26T01:38:51.272501+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01Uw5x4hvvQoFFudp4noqUC1", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\n\n# rebuild lily pads avoiding boat & dock\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\nPOND=Vector((0.0,7.0))\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\nbm=bmesh.new(); rnd=random.Random(19)\nfor i in range(70):\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\n    if 0.8<x<3.6 and -3.0<y<5.8: continue      # dock\n    if 3.0<x<5.8 and 1.0<y<4.8: continue        # boat\n    s=rnd.uniform(0.15,0.30)\n    ring=[]\n    n=10\n    for k in range(n):\n        a=2*math.pi*k/n\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\n    bm.faces.new(ring)\nadd_mesh('LilyPads', bm,'Props','Foliage')\n\n# hero camera\ncam=bpy.data.objects['Camera']\ncam.location=(10.2,10.0,6.2)\ntgt=Vector((-4.2,-4.4,2.3))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=40\ncam.data.dof.use_dof=True\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ncam.data.dof.aperture_fstop=9.0\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\nscene.cycles.samples=48\nscene.render.filepath='C:/tmp/bb_prev13.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\\n\\n# rebuild lily pads avoiding boat & dock\\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(70):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.8: continue      # dock\\n    if 3.0<x<5.8 and 1.0<y<4.8: continue        # boat\\n    s=rnd.uniform(0.15,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\n# hero camera\\ncam=bpy.data.objects['Camera']\\ncam.location=(10.2,10.0,6.2)\\ntgt=Vector((-4.2,-4.4,2.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=40\\ncam.data.dof.use_dof=True\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=9.0\\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\\nscene.cycles.samples=48\\nscene.render.filepath='C:/tmp/bb_prev13.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:38:51.272501+00:00", "type": "tool_call", "id": "toolu_01Uw5x4hvvQoFFudp4noqUC1", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, bmesh, math, random\nfrom mathutils import Vector\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\n\n# rebuild lily pads avoiding boat & dock\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\nPOND=Vector((0.0,7.0))\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\nbm=bmesh.new(); rnd=random.Random(19)\nfor i in range(70):\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\n    if 0.8<x<3.6 and -3.0<y<5.8: continue      # dock\n    if 3.0<x<5.8 and 1.0<y<4.8: continue        # boat\n    s=rnd.uniform(0.15,0.30)\n    ring=[]\n    n=10\n    for k in range(n):\n        a=2*math.pi*k/n\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\n    bm.faces.new(ring)\nadd_mesh('LilyPads', bm,'Props','Foliage')\n\n# hero camera\ncam=bpy.data.objects['Camera']\ncam.location=(10.2,10.0,6.2)\ntgt=Vector((-4.2,-4.4,2.3))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=40\ncam.data.dof.use_dof=True\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ncam.data.dof.aperture_fstop=9.0\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\nscene.cycles.samples=48\nscene.render.filepath='C:/tmp/bb_prev13.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\\n\\n# rebuild lily pads avoiding boat & dock\\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(70):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.8: continue      # dock\\n    if 3.0<x<5.8 and 1.0<y<4.8: continue        # boat\\n    s=rnd.uniform(0.15,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\n# hero camera\\ncam=bpy.data.objects['Camera']\\ncam.location=(10.2,10.0,6.2)\\ntgt=Vector((-4.2,-4.4,2.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=40\\ncam.data.dof.use_dof=True\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=9.0\\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\\nscene.cycles.samples=48\\nscene.render.filepath='C:/tmp/bb_prev13.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}
{"ts": "2026-07-26T01:39:28.190437+00:00", "type": "tool_result", "tool_call_id": "toolu_01Uw5x4hvvQoFFudp4noqUC1", "name": "execute_blender_code", "text": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}", "is_error": false, "has_image": false}
{"ts": "2026-07-26T01:39:33.120077+00:00", "type": "llm_call", "call_index": 72, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:39:28.192435+00:00", "finished_at": "2026-07-26T01:39:33.115860+00:00", "duration_s": 4.938000000000102, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/0c60a10661a4c22d.png"}}]}, {"role": "assistant", "content": "The boat reads badly. Let me build it properly with explicit lofted cross-sections.", "tool_calls": [{"id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/b36c708434a372a6.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(6.6,1.4,1.0)\\ntgt=Vector((3.55,1.4,0.15))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=70\\ns.render.filepath='C:/tmp/bb_boat3.png'\\nbpy.ops.render.render(write_still=True)\\nb=bpy.data.objects['Rowboat']\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\nresult={\\\"bb\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"bb\": [\n      [\n        2.54,\n        4.55\n      ],\n      [\n        -0.26,\n        3.04\n      ],\n      [\n        -0.36,\n        0.25\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DeUefvwCHgNd1Uqc5QLXdh", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DeUefvwCHgNd1Uqc5QLXdh", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/1e55ffc3d7ac4cee.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nfor nm in ('Rowboat','BoatRim','Oars'):\\n    o=bpy.data.objects[nm]\\n    o.location=(4.35,2.9,0.10)\\n    o.rotation_euler=(0,0,math.radians(-8))\\n# rope reattach\\ncu=bpy.data.objects['Mooring'].data\\nsp=cu.splines[0]\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.2,5.6,2.6)\\ntgt=Vector((3.6,1.2,0.2))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=45\\ns.render.filepath='C:/tmp/bb_boat4.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016cr9nWdCuRF9jNup6CBTXw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016cr9nWdCuRF9jNup6CBTXw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/70950b59080fcc50.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Uw5x4hvvQoFFudp4noqUC1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\\n\\n# rebuild lily pads avoiding boat & dock\\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(70):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.8: continue      # dock\\n    if 3.0<x<5.8 and 1.0<y<4.8: continue        # boat\\n    s=rnd.uniform(0.15,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\n# hero camera\\ncam=bpy.data.objects['Camera']\\ncam.location=(10.2,10.0,6.2)\\ntgt=Vector((-4.2,-4.4,2.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=40\\ncam.data.dof.use_dof=True\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=9.0\\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\\nscene.cycles.samples=48\\nscene.render.filepath='C:/tmp/bb_prev13.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Uw5x4hvvQoFFudp4noqUC1", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:39:28.192435+00:00", "finished_at": "2026-07-26T01:39:33.059376+00:00", "duration_s": 4.875, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "12198467", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4,1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/0c60a10661a4c22d.png\"}}]},{\"role\":\"assistant\",\"content\":\"The boat reads badly. Let me build it properly with explicit lofted cross-sections.\",\"tool_calls\":[{\"id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=3.1; W=1.10; H=0.50\\\\nNS=22; NC=9   # sections, points per cross-section\\\\n\\\\ndef prof(t):\\\\n    # t 0..1 along length; returns half-beam and sheer height factor\\\\n    e = math.sin(math.pi*t)\\\\n    beam = (W/2)*(e**0.5)\\\\n    return beam\\\\n\\\\nbm=bmesh.new()\\\\nrings=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    y=-L/2+L*t\\\\n    beam=max(0.02, prof(t))\\\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\\\n    ring=[]\\\\n    for k in range(NC):\\\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\\\n        x = beam*math.sin(a)\\\\n        z = sheer - depth*math.cos(a)**1.4\\\\n        ring.append(bm.verts.new((x,y,z)))\\\\n    rings.append(ring)\\\\nfor i in range(NS):\\\\n    for k in range(NC-1):\\\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\\\n# close bow/stern\\\\nfor r in (rings[0], rings[-1]):\\\\n    try: bm.faces.new(r)\\\\n    except ValueError: pass\\\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\\\n\\\\n# gunwale rail\\\\nbm=bmesh.new()\\\\nfor side in (-1,1):\\\\n    pts=[]\\\\n    for i in range(NS+1):\\\\n        t=i/NS; y=-L/2+L*t\\\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\\\n        pts.append(Vector((side*beam, y, sheer)))\\\\n    for i in range(len(pts)-1):\\\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\\\n# seats\\\\nfor sy in (-0.65,0.05,0.75):\\\\n    t=(sy+L/2)/L; b=prof(t)\\\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\n\\\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/b36c708434a372a6.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(6.6,1.4,1.0)\\\\ntgt=Vector((3.55,1.4,0.15))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=70\\\\ns.render.filepath='C:/tmp/bb_boat3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nb=bpy.data.objects['Rowboat']\\\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\\\nresult={\\\\\\\"bb\\\\\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"bb\\\": [\\n      [\\n        2.54,\\n        4.55\\n      ],\\n      [\\n        -0.26,\\n        3.04\\n      ],\\n      [\\n        -0.36,\\n        0.25\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DeUefvwCHgNd1Uqc5QLXdh\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DeUefvwCHgNd1Uqc5QLXdh\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/1e55ffc3d7ac4cee.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Wi9VJd8e92i6rWAovEjbsv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nfor nm in ('Rowboat','BoatRim','Oars'):\\\\n    o=bpy.data.objects[nm]\\\\n    o.location=(4.35,2.9,0.10)\\\\n    o.rotation_euler=(0,0,math.radians(-8))\\\\n# rope reattach\\\\ncu=bpy.data.objects['Mooring'].data\\\\nsp=cu.splines[0]\\\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.2,5.6,2.6)\\\\ntgt=Vector((3.6,1.2,0.2))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=45\\\\ns.render.filepath='C:/tmp/bb_boat4.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Wi9VJd8e92i6rWAovEjbsv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016cr9nWdCuRF9jNup6CBTXw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016cr9nWdCuRF9jNup6CBTXw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/70950b59080fcc50.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Uw5x4hvvQoFFudp4noqUC1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# rebuild lily pads avoiding boat & dock\\\\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(70):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.8: continue      # dock\\\\n    if 3.0<x<5.8 and 1.0<y<4.8: continue        # boat\\\\n    s=rnd.uniform(0.15,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\n# hero camera\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(10.2,10.0,6.2)\\\\ntgt=Vector((-4.2,-4.4,2.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=40\\\\ncam.data.dof.use_dof=True\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=9.0\\\\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\\\\nscene.cycles.samples=48\\\\nscene.render.filepath='C:/tmp/bb_prev13.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Uw5x4hvvQoFFudp4noqUC1\",\"content\":[{\"type\":\"text\",\"text\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\",\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend 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structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` 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Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"id\":\"toolu_01JfKk4vynZzH22nHHfpMRXZ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029967-TMfIN8I0d69IwtbxdRtn\",\"object\":\"chat.completion.chunk\",\"created\":1785029967,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon Bedrock\",\"choices\":[{\"index\":0,\"delta\":{\"content\":null,\"role\":\"assistant\",\"tool_calls\":[{\"index\":0,\"function\":{\"arguments\":\"\"}}]},\"finish_reason\":null,\"native_finish_reason\":null}]}\n\ndata: {\"id\":\"gen-1785029967-TMfIN8I0d69IwtbxdRtn\",\"object\":\"chat.completion.chunk\",\"created\":1785029967,\"model\":\"anthropic/claude-opus-5\",\"provider\":\"Amazon 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{"ts": "2026-07-26T01:39:33.253771+00:00", "type": "assistant", "text": "", "tool_calls": [{"id": "toolu_01JfKk4vynZzH22nHHfpMRXZ", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}", "parse_error": null}]}
{"ts": "2026-07-26T01:39:33.253771+00:00", "type": "tool_call", "id": "toolu_01JfKk4vynZzH22nHHfpMRXZ", "name": "get_screenshot_of_area_as_image", "arguments": {"area_ui_type": "IMAGE_EDITOR"}, "raw_arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}
{"ts": "2026-07-26T01:39:35.100901+00:00", "type": "tool_result", "tool_call_id": "toolu_01JfKk4vynZzH22nHHfpMRXZ", "name": "get_screenshot_of_area_as_image", "text": "", "is_error": false, "has_image": true, "image_ref": "screenshots/c56f810bc2c0c23a.png"}
{"ts": "2026-07-26T01:39:35.103833+00:00", "type": "image", "tool": "get_screenshot_of_area_as_image"}
{"ts": "2026-07-26T01:39:56.052804+00:00", "type": "llm_call", "call_index": 73, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-26T01:39:35.106355+00:00", "finished_at": "2026-07-26T01:39:56.048372+00:00", "duration_s": 20.938000000000102, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\n\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\n\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\n\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\n\n## Harness Instructions\n\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\n\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\n\n</task>"}, {"role": "assistant", "content": "I'll start by checking the current scene state.", "tool_calls": [{"id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "type": "function", "function": {"name": "get_objects_summary", "arguments": "{}"}}, {"id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "type": "function", "function": {"name": "get_blendfile_summary_datablocks", "arguments": "{}"}}]}, {"role": "tool", "tool_call_id": "toolu_01W7FZabLyo6YSMU6Mccm9mu", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"scene_name\": \"Scene\",\n    \"active_workspace\": \"Layout\",\n    \"active_object\": null,\n    \"object_mode\": null,\n    \"camera_object\": null,\n    \"collections\": [\n      {\n        \"name\": \"Scene Collection\",\n        \"exclude\": false,\n        \"hide_viewport\": false,\n        \"objects\": [],\n        \"children\": [\n          {\n            \"name\": \"Collection\",\n            \"exclude\": false,\n            \"hide_viewport\": false,\n            \"objects\": [],\n            \"children\": []\n          }\n        ]\n      }\n    ]\n  }\n}"}, {"role": "tool", "tool_call_id": "toolu_01CgHZdf7C8h9vj897SgBo7R", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"datablock_counts\": {\n      \"cameras\": 1,\n      \"collections\": 1,\n      \"images\": 2,\n      \"lights\": 1,\n      \"linestyles\": 1,\n      \"materials\": 2,\n      \"meshes\": 1,\n      \"palettes\": 1,\n      \"scenes\": 1,\n      \"screens\": 11,\n      \"window_managers\": 1,\n      \"workspaces\": 11,\n      \"worlds\": 1\n    },\n    \"render_engine\": \"BLENDER_EEVEE\",\n    \"scene_name\": \"Scene\",\n    \"workspaces\": [\n      \"Animation\",\n      \"Compositing\",\n      \"Geometry Nodes\",\n      \"Layout\",\n      \"Modeling\",\n      \"Rendering\",\n      \"Scripting\",\n      \"Sculpting\",\n      \"Shading\",\n      \"Texture Paint\",\n      \"UV Editing\"\n    ],\n    \"active_workspace\": \"Layout\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01R6MKtPACULH4XNAK2mXjna", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# clean\\nfor ob in list(bpy.data.objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nfor c in list(bpy.data.collections):\\n    bpy.data.collections.remove(c)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\n\\ndef newcol(name):\\n    c = bpy.data.collections.new(name)\\n    scene.collection.children.link(c)\\n    return c\\n\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\n\\ndef link(ob, col):\\n    for c in ob.users_collection:\\n        c.objects.unlink(ob)\\n    COLS[col].objects.link(ob)\\n\\nresult = {\\\"ok\\\": True, \\\"engine\\\": scene.render.engine, \\\"vt\\\": scene.view_settings.view_transform}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01R6MKtPACULH4XNAK2mXjna", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": true,\n    \"engine\": \"CYCLES\",\n    \"vt\": \"Standard\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DVbixskzvA46nmnLMqRH8N", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfrom mathutils import Vector\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\nMATS = {}\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\nMATS['wood']=m\\n\\n# ---- Dark wood (beams/dock)\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\nMATS['darkwood']=m2\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\nMATS['stone']=m3\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.02\\nbr.mortar_smooth = 0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\nMATS['roof']=m4\\n\\n# ---- Ground / grass-dirt\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\n# dirt near water based on Z\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.1\\nmr.inputs['From Max'].default_value=0.9\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\nMATS['ground']=m5\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\nS(b6,'Roughness',0.06)\\nS(b6,'Metallic',0.0)\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.12\\nbmp6.inputs['Distance'].default_value=0.03\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\nMATS['water']=m6\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\nMATS['foliage']=m7\\n\\n# ---- Autumn foliage\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\nMATS['foliage_warm']=m8\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\nMATS['bark']=m9\\n\\n# ---- Glass window (warm emissive interior)\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\nem.inputs['Strength'].default_value=7.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\nMATS['glow']=m10\\n\\n# ---- Metal dark\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\nMATS['metal']=m11\\n\\n# ---- Reeds\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\nbb = m12.node_tree.nodes['Principled BSDF']\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\nbb.inputs['Roughness'].default_value=0.85\\nMATS['reed']=m12\\n\\nbpy.types.Scene.mats_ready = True\\nresult = {\\\"mats\\\": list(MATS.keys())}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DVbixskzvA46nmnLMqRH8N", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 113, in <module>\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nresult={\\\"ver\\\":bpy.app.version_string, \\\"brick_inputs\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XEVHx6RQoBDGs6MDo4XHsP", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ver\": \"5.1.0\",\n    \"brick_inputs\": [\n      \"Vector\",\n      \"Color1\",\n      \"Color2\",\n      \"Mortar\",\n      \"Scale\",\n      \"Mortar Size\",\n      \"Mortar Smooth\",\n      \"Bias\",\n      \"Brick Width\",\n      \"Row Height\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"import bpy\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\nb=m.node_tree.nodes['Principled BSDF']\\nr={\\\"inputs\\\":[i.name for i in b.inputs]}\\nbpy.data.materials.remove(m)\\nresult=r\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Dn8QdGSPocHnbtFVYpxiR3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"inputs\": [\n      \"Base Color\",\n      \"Metallic\",\n      \"Roughness\",\n      \"IOR\",\n      \"Alpha\",\n      \"Normal\",\n      \"Weight\",\n      \"Diffuse Roughness\",\n      \"Subsurface Weight\",\n      \"Subsurface Radius\",\n      \"Subsurface Scale\",\n      \"Subsurface IOR\",\n      \"Subsurface Anisotropy\",\n      \"Specular IOR Level\",\n      \"Specular Tint\",\n      \"Anisotropic\",\n      \"Anisotropic Rotation\",\n      \"Tangent\",\n      \"Transmission Weight\",\n      \"Coat Weight\",\n      \"Coat Roughness\",\n      \"Coat IOR\",\n      \"Coat Tint\",\n      \"Coat Normal\",\n      \"Sheen Weight\",\n      \"Sheen Roughness\",\n      \"Sheen Tint\",\n      \"Emission Color\",\n      \"Emission Strength\",\n      \"Thin Film Thickness\",\n      \"Thin Film IOR\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor m in list(bpy.data.materials):\\n    bpy.data.materials.remove(m)\\n\\ndef mat(name):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    nt = m.node_tree\\n    for n in list(nt.nodes):\\n        nt.nodes.remove(n)\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\n    return m, nt, bsdf\\n\\ndef S(bsdf, key, val):\\n    if key in bsdf.inputs:\\n        bsdf.inputs[key].default_value = val\\n\\n# ---- Wood (planks) for cabin walls\\nm, nt, b = mat('Wood_Wall')\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\nwave.inputs['Scale'].default_value = 1.0\\nwave.inputs['Distortion'].default_value = 1.2\\nwave.inputs['Detail'].default_value = 3.0\\nwave.inputs['Detail Scale'].default_value = 1.5\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\nramp.color_ramp.elements[0].position = 0.05\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\nramp.color_ramp.elements[1].position = 0.95\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\nS(b,'Roughness',0.75)\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\nbump.inputs['Strength'].default_value=0.5\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\n\\n# ---- Dark wood\\nm2, nt2, b2 = mat('Wood_Dark')\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\nS(b2,'Roughness',0.85)\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\n\\n# ---- Stone\\nm3, nt3, b3 = mat('Stone')\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\nr3.color_ramp.elements[0].position=0.1\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\nr3.color_ramp.elements[1].position=0.85\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\nS(b3,'Roughness',0.9)\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\nbmp3.inputs['Distance'].default_value=0.08\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\n\\n# ---- Roof shingles\\nm4, nt4, b4 = mat('Roof')\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\nbr.inputs['Scale'].default_value=6.0\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\nbr.inputs['Mortar Size'].default_value=0.025\\nbr.inputs['Mortar Smooth'].default_value=0.1\\nbr.squash = 1.0\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\nS(b4,'Roughness',0.8)\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\n\\n# ---- Ground\\nm5, nt5, b5 = mat('Ground')\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\ngr.color_ramp.elements[0].position=0.35\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\ngr.color_ramp.elements[1].position=0.68\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\nmr.inputs['From Min'].default_value=-0.15\\nmr.inputs['From Max'].default_value=0.75\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\nS(b5,'Roughness',0.95)\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\n\\n# ---- Water\\nm6, nt6, b6 = mat('Water')\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\nS(b6,'Roughness',0.05)\\nS(b6,'Transmission Weight',0.5)\\nS(b6,'IOR',1.333)\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\nwn.inputs['Roughness'].default_value=0.6\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\nbmp6.inputs['Strength'].default_value=0.10\\nbmp6.inputs['Distance'].default_value=0.02\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\n\\n# ---- Foliage\\nm7, nt7, b7 = mat('Foliage')\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\nr7.color_ramp.elements[0].position=0.35\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\nr7.color_ramp.elements[1].position=0.7\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\nS(b7,'Roughness',0.85)\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\n\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\n\\n# ---- Bark\\nm9, nt9, b9 = mat('Bark')\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\nS(b9,'Roughness',0.92)\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\n\\n# ---- Window glow\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\nnt10 = m10.node_tree\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\nem.inputs['Strength'].default_value=8.0\\nnt10.links.new(em.outputs[0], o.inputs[0])\\n\\n# ---- Metal\\nm11, nt11, b11 = mat('Metal')\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\n\\n# ---- Reed\\nm12, nt12, b12 = mat('Reed')\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\n\\nresult = {\\\"mats\\\": [m.name for m in bpy.data.materials]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LH3LNFYuhUNco4X9Q6GhTL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"mats\": [\n      \"Bark\",\n      \"Foliage\",\n      \"Foliage_Warm\",\n      \"Ground\",\n      \"Metal\",\n      \"Reed\",\n      \"Roof\",\n      \"Stone\",\n      \"Water\",\n      \"WindowGlow\",\n      \"Wood_Dark\",\n      \"Wood_Wall\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013DFez5jSzFJk4vMgyD47hR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise\\n\\nrandom.seed(11)\\nscene = bpy.context.scene\\nM = bpy.data.materials\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\n    d = v.length\\n    th = math.atan2(v.y, v.x)\\n    R = pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t = d/R\\n        z = -2.2*(1.0 - t*t)\\n        z += (n1*0.15 + n2*0.2)*(t)\\n    else:\\n        e = d - R\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\n    # far hills\\n    dc = math.hypot(x, y)\\n    if dc > 20:\\n        z += (dc-20)*0.22\\n    return z\\n\\n# ---------- Terrain ----------\\nSIZE = 70.0\\nN = 190\\nme = bpy.data.meshes.new('TerrainMesh')\\nbm = bmesh.new()\\nverts = []\\nfor j in range(N+1):\\n    row=[]\\n    for i in range(N+1):\\n        x = -SIZE/2 + SIZE*i/N\\n        y = -SIZE/2 + SIZE*j/N\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\n    verts.append(row)\\nfor j in range(N):\\n    for i in range(N):\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\nbm.normal_update()\\nbm.to_mesh(me); bm.free()\\nterrain = bpy.data.objects.new('Terrain', me)\\nscene.collection.objects.link(terrain)\\nlink(terrain, 'Terrain')\\nterrain.data.materials.append(M['Ground'])\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\nfor p in terrain.data.polygons: p.use_smooth = True\\n\\n# ---------- Water ----------\\nwme = bpy.data.meshes.new('WaterMesh')\\nbm = bmesh.new()\\nWN = 90; WS = 30.0\\nwv=[]\\nfor j in range(WN+1):\\n    row=[]\\n    for i in range(WN+1):\\n        x = POND_C.x - WS/2 + WS*i/WN\\n        y = POND_C.y - WS/2 + WS*j/WN\\n        row.append(bm.verts.new((x,y,0.0)))\\n    wv.append(row)\\nfor j in range(WN):\\n    for i in range(WN):\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\nbm.to_mesh(wme); bm.free()\\nwater = bpy.data.objects.new('Water', wme)\\nscene.collection.objects.link(water)\\nlink(water,'Terrain')\\nwater.data.materials.append(M['Water'])\\nfor p in water.data.polygons: p.use_smooth=True\\n\\nresult = {\\\"terrain_verts\\\": len(terrain.data.vertices), \\\"z_at_cabin\\\": terrain_z(-3,-3), \\\"z_dock\\\": terrain_z(3.5,-1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013DFez5jSzFJk4vMgyD47hR", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"terrain_verts\": 36481,\n    \"z_at_cabin\": 0.34188454745740593,\n    \"z_dock\": 0.025823967708100914\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport math\\nfrom mathutils import Vector, noise\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nres={}\\nfor x in (-6,-4,-2,0,2,4):\\n    res[f\\\"x{x}\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\nres['shore_R'] = {f\\\"{round(a,1)}\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VZaUHsZ4rGfsUC4ABEVbpi", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"x-6\": [\n      1.85,\n      1.75,\n      1.71,\n      1.56,\n      1.38,\n      1.22,\n      1.11,\n      0.94,\n      0.7,\n      0.41,\n      0.23,\n      0.12,\n      -0.05,\n      -0.26,\n      -0.35,\n      -0.32\n    ],\n    \"x-4\": [\n      1.83,\n      1.78,\n      1.67,\n      1.49,\n      1.35,\n      1.23,\n      1.07,\n      0.85,\n      0.58,\n      0.33,\n      0.15,\n      -0.25,\n      -0.64,\n      -0.96,\n      -1.19,\n      -1.34\n    ],\n    \"x-2\": [\n      1.9,\n      1.83,\n      1.69,\n      1.53,\n      1.33,\n      1.13,\n      0.99,\n      0.79,\n      0.58,\n      0.33,\n      0.15,\n      -0.3,\n      -0.74,\n      -1.13,\n      -1.45,\n      -1.7\n    ],\n    \"x0\": [\n      1.74,\n      1.62,\n      1.57,\n      1.53,\n      1.36,\n      1.22,\n      1.09,\n      0.94,\n      0.71,\n      0.5,\n      0.17,\n      -0.26,\n      -0.7,\n      -1.1,\n      -1.43,\n      -1.71\n    ],\n    \"x2\": [\n      1.68,\n      1.6,\n      1.55,\n      1.52,\n      1.4,\n      1.24,\n      1.08,\n      0.98,\n      0.81,\n      0.63,\n      0.32,\n      -0.2,\n      -0.65,\n      -1.04,\n      -1.36,\n      -1.61\n    ],\n    \"x4\": [\n      1.76,\n      1.67,\n      1.6,\n      1.58,\n      1.52,\n      1.4,\n      1.3,\n      1.17,\n      0.98,\n      0.77,\n      0.54,\n      0.15,\n      -0.23,\n      -0.56,\n      -0.8,\n      -0.97\n    ],\n    \"shore_R\": {\n      \"-1.6\": 8.49,\n      \"-1.2\": 8.77,\n      \"-1.9\": 9.06,\n      \"0.0\": 10.4,\n      \"3.1\": 7.89\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, noise, Euler\\nrandom.seed(3)\\nscene=bpy.context.scene\\nM=bpy.data.materials\\n\\nPOND_C = Vector((0.0, 7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\ndef terrain_z(x, y):\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\n    if d < R:\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\n    else:\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\n    dc=math.hypot(x,y)\\n    if dc>20: z += (dc-20)*0.22\\n    return z\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\n\\ndef link(ob, colname):\\n    for c in ob.users_collection: c.objects.unlink(ob)\\n    bpy.data.collections[colname].objects.link(ob)\\n\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\n    me = bpy.data.meshes.new(name)\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\n    ob = bpy.data.objects.new(name, me)\\n    scene.collection.objects.link(ob); link(ob, colname)\\n    if matname: me.materials.append(M[matname])\\n    if smooth:\\n        for p in me.polygons: p.use_smooth=True\\n    return ob\\n\\ndef box(bm, center, size, rot=None):\\n    cx,cy,cz=center; sx,sy,sz=size\\n    vs=[]\\n    for dx in (-1,1):\\n        for dy in (-1,1):\\n            for dz in (-1,1):\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\n                if rot: v=rot @ v\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\n    def V(a,b,c): return vs[4*a+2*b+c]\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\n    for f in faces: bm.faces.new(f)\\n\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\n    p0=Vector(p0); p1=Vector(p1)\\n    if r1 is None: r1=r\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\n    up=Vector((0,0,1))\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\n    ring0=[];ring1=[]\\n    for i in range(seg):\\n        a=2*math.pi*i/seg\\n        d=xa*math.cos(a)+ya*math.sin(a)\\n        ring0.append(bm.verts.new(p0+d*r))\\n        ring1.append(bm.verts.new(p1+d*r1))\\n    for i in range(seg):\\n        j=(i+1)%seg\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\n    if caps:\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\n    return ring0, ring1\\n\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\nresult={\\\"corners\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PvFJBZByJyy8wpfzTqQ74B", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"corners\": [\n      1.57,\n      1.53,\n      0.97,\n      0.68\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\ntz = bpy.app.driver_namespace['terrain_z']\\npts = {}\\nfor x in (-7.8,-4.8,-1.8):\\n    for y in (-8.9,-6.4,-3.9):\\n        pts[f\\\"{x},{y}\\\"]=round(tz(x,y),2)\\nresult=pts\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LHhoPy3LSkMz7zS8ZfcWQg", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 2, in <module>\\nNameError: name 'bpy' is not defined\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace.get('terrain_z')\\nresult={\\\"has\\\":tz is not None}\\nif tz:\\n    result[\\\"pts\\\"]={f\\\"{x},{y}\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Mx2B9mMekFVCMFSmjf2jYF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"has\": true,\n    \"pts\": {\n      \"-8.2,-9.4\": 1.64,\n      \"-8.2,-6.6\": 1.32,\n      \"-8.2,-3.8\": 0.95,\n      \"-5,-9.4\": 1.57,\n      \"-5,-6.6\": 1.19,\n      \"-5,-3.8\": 0.6,\n      \"-1.8,-9.4\": 1.6,\n      \"-1.8,-6.6\": 1.06,\n      \"-1.8,-3.8\": 0.52\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ntz = bpy.app.driver_namespace['terrain_z']\\nresult={\\n \\\"dockline_x2\\\":{f\\\"y{y}\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\n \\\"dockline_x1\\\":{f\\\"y{y}\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\n \\\"porch\\\":{f\\\"y{y}\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\n \\\"front_edge\\\":{f\\\"x{x}\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\n \\\"back_edge\\\":{f\\\"x{x}\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\n}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01PV58WWW4shWfi1jvjmz1VN", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dockline_x2\": {\n      \"y-3\": 0.63,\n      \"y-2.5\": 0.49,\n      \"y-2\": 0.32,\n      \"y-1.5\": 0.09,\n      \"y-1\": -0.2,\n      \"y-0.5\": -0.43,\n      \"y0\": -0.65,\n      \"y1\": -1.04,\n      \"y2\": -1.36,\n      \"y3\": -1.61\n    },\n    \"dockline_x1\": {\n      \"y-3\": 0.57,\n      \"y-2\": 0.24,\n      \"y-1.5\": 0.03,\n      \"y-1\": -0.24,\n      \"y0\": -0.69,\n      \"y1\": -1.09,\n      \"y2\": -1.43,\n      \"y3\": -1.7\n    },\n    \"porch\": {\n      \"y-3.6\": 0.54,\n      \"y-3\": 0.37,\n      \"y-2.4\": 0.23,\n      \"y-1.8\": 0.09\n    },\n    \"front_edge\": {\n      \"x-7.8\": 0.84,\n      \"x-6\": 0.58,\n      \"x-5\": 0.54,\n      \"x-4\": 0.45,\n      \"x-2.2\": 0.47\n    },\n    \"back_edge\": {\n      \"x-7.8\": 1.66,\n      \"x-5\": 1.6,\n      \"x-2.2\": 1.65\n    }\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        edge = (gx in (0,5)) or (gy in (0,5))\\n        if not edge: continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\n# rubble stones on the visible face\\nrandom.seed(21)\\nfor i in range(70):\\n    side = random.choice(['front','left','right'])\\n    if side=='front':\\n        x=random.uniform(X0,X1); y=Y1+0.02\\n    elif side=='left':\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\n    else:\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\n# ---------- Floor slab ----------\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\n# gable logs (front & back)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\n# cutters\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\n]\\ncuts=[]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s); cuts.append(ob)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DofZyqaFUSA6qQjTyFC8SS", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 93, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"FAST\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Cabin'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UtU3dAYeiRJ4DxsVQhBnbL", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\nX0,X1 = -7.8,-2.2\\nY0,Y1 = -9.3,-4.3\\nFLOOR = 1.70\\nR = 0.17\\nSP = 0.30\\nNC = 8\\nTOP = FLOOR + (NC-1)*SP + R\\nRIDGE_X = (X0+X1)/2.0\\nAPEX = TOP + 1.95\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\n\\n# ---------- Stone foundation ----------\\nbm = bmesh.new()\\nfor gx in range(6):\\n    for gy in range(6):\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\n        zt = FLOOR + 0.02\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\nrandom.seed(21)\\nfor i in range(80):\\n    side = random.choice(['front','left','right'])\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\n    zt=FLOOR+0.02\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\n    if zt-zb < 0.25: continue\\n    z=random.uniform(zb+0.1, zt-0.08)\\n    s=random.uniform(0.22,0.48)\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\n\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\n\\n# ---------- Log walls ----------\\nbm=bmesh.new()\\nOV=0.28\\nfor i in range(NC):\\n    z = FLOOR + R + i*SP\\n    if i%2==0:\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\n    else:\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\nz = TOP + SP*0.6\\nwhile z < APEX-0.12:\\n    half = (APEX - z)/slope\\n    for yy in (Y0,Y1):\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\n    z += SP*0.92\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\n\\ndef cutter(name, center, size):\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\n    ob.location=center\\n    ob.display_type='WIRE'; ob.hide_render=True\\n    link(ob,'Cabin')\\n    return ob\\n\\nopenings = [\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\n]\\nfor nm,c,s in openings:\\n    ob=cutter(nm,c,s)\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\n    ob.hide_viewport=True\\n\\nresult={\\\"TOP\\\":TOP,\\\"APEX\\\":APEX,\\\"slope\\\":slope, \\\"walls_verts\\\":len(walls.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_011M2xnv9nmhR1MafmyuoynZ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"TOP\": 3.9699999999999998,\n    \"APEX\": 5.92,\n    \"slope\": 0.6964285714285715,\n    \"walls_verts\": 736\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014gw4YRny21h1zwWzqi8H6n", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH = 0.55           # eave overhang horizontally past wall\\nGH = 0.45           # gable overhang in Y\\nTH = 0.16           # roof thickness\\n\\ndef roof_plane(bm, sgn):\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\n    xr = RIDGE_X\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\n    ze = APEX - slope*abs(xe-xr)\\n    ya, yb = Y0-GH, Y1+GH\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\n    # up-normal of plane going down outward: direction perpendicular\\n    d = Vector((sgn, 0, -slope)).normalized()\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\n    nz = Vector((slope*sgn,0,1)).normalized()\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\n    vb=[bm.verts.new(p) for p in pts_top]\\n    bm.faces.new(vt)\\n    bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\n\\nbm=bmesh.new()\\nroof_plane(bm,1); roof_plane(bm,-1)\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\n\\n# ridge cap\\nbm=bmesh.new()\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# purlins / rafter ends visible under eaves\\nbm=bmesh.new()\\ny=Y0-0.05\\nwhile y<=Y1+0.05:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=X1 if sgn>0 else X0\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# ---------- Porch (front, +Y side) ----------\\nPY0, PY1 = Y1, Y1+2.3\\nPX0, PX1 = X0-0.15, X1+0.15\\nDECK = FLOOR - 0.10\\nbm=bmesh.new()\\n# deck planks\\nx=PX0\\nwhile x < PX1-0.01:\\n    w=min(0.30, PX1-x)\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\n    x+=0.32\\n# beams\\nfor y in (PY0+0.15, PY1-0.1):\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\n\\n# posts + rail + porch roof\\nbm=bmesh.new()\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\nPROOF_Z = FLOOR+2.45\\nfor px in POSTX:\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\n# railings between posts\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\n    for zz in (DECK+0.5, DECK+0.95):\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\n    n=int(abs(b_-a)/0.34)\\n    for i in range(1,n):\\n        px=a+(b_-a)*i/n\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\n# porch roof slab (shed)\\nz_at_wall = FLOOR+2.95\\nvsT=[]\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\n\\nbm=bmesh.new()\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\nvb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\n\\n# steps down from porch\\nbm=bmesh.new()\\nsx=-5.15\\nfor i in range(4):\\n    zs = DECK-0.10-i*0.20\\n    ys = PY1+0.05+i*0.34\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\nresult={\\\"ok\\\":1,\\\"DECK\\\":DECK}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014gw4YRny21h1zwWzqi8H6n", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1,\n    \"DECK\": 1.5999999999999999\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018f18i1hstqGGH2eaYJVNK3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\n\\n# ---------- Stone chimney on -X wall ----------\\nCX = X0-0.55\\nCY = -7.6\\nCTOP = APEX + 1.35\\nzbase = tz(CX,CY)-0.6\\nbm=bmesh.new()\\n# tapering core: wide at bottom\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed)\\n    z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        # ring of stones\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\n                if not onedge: continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\n# base flare\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\n# solid inner core so no gaps\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\n# cap\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# ---------- Door ----------\\nbm=bmesh.new()\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\nfor i in range(4):\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\n\\n# ---------- Windows ----------\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    # frame\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# interior box so glow reads as room (dark shell + emission plane already)\\nbm=bmesh.new()\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\nresult={\\\"CTOP\\\":CTOP,\\\"chim_verts\\\":len(chim.data.vertices)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018f18i1hstqGGH2eaYJVNK3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.27,\n    \"chim_verts\": 3016\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\nDX = 2.1\\nDECK_Z = 0.42\\nY_START = -2.6\\nY_END = 5.2\\nbm=bmesh.new()   # planks\\ny=Y_START\\nwhile y < Y_END-0.01:\\n    w=min(0.30, Y_END-y)\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\n    y+=0.325\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # stringers\\nfor xo in (-0.78, 0.0, 0.78):\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\n\\nbm=bmesh.new()   # piles\\npiles=[]\\nyy=Y_START+0.35\\nwhile yy<=Y_END-0.2:\\n    for xo in (-0.80,0.80):\\n        px=DX+xo; py=yy\\n        zb=tz(px,py)-0.35\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\n        piles.append((px,py))\\n    yy+=1.6\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\n\\n# posts + rope rail on one side, and end posts\\nbm=bmesh.new()\\npostpts=[]\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\n    for xo in (-0.80,0.80):\\n        px=DX+xo\\n        top=DECK_Z+0.95\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\n        postpts.append((px,py,top))\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\n\\n# rope: catenary curves between posts along each side\\ndef rope(pts, sag=0.22, name='Rope'):\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\n    for k in range(len(pts)-1):\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\n        for i,bp in enumerate(sp.bezier_points):\\n            t=i/4\\n            p=a.lerp(b,t)\\n            p.z -= sag*math.sin(math.pi*t)\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\n    cu.materials.append(M['Bark'])\\n    return ob\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\n\\n# ---------- Rowboat moored at dock ----------\\nbm=bmesh.new()\\nL=2.6; W=0.95; H=0.42\\nprof=[]\\nNS=14\\nhull_t=[];hull_b=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    yy=-L/2 + L*t\\n    k=math.sin(math.pi*t)**0.65\\n    hw=W/2*k\\n    hull_t.append((yy,hw))\\nverts_out=[];verts_in=[]\\nring_l=[];ring_r=[];keel=[]\\nfor (yy,hw) in hull_t:\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\n# rim/deck strip and interior floor\\nfor i in range(NS):\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\nboat.location=(DX+1.55, 1.4, -0.10)\\nboat.rotation_euler=(0,0,math.radians(-14))\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\n\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01TKPF6hMVMp7RpvTo6jJGEs", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01MhicxCz5CR2277KWQzrxf9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    rnd=random.Random(seed)\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\n    if rot: mat = rot.to_4x4() @ mat\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    tmp.to_mesh_dummy = None\\n    # merge into bm\\n    vmap={}\\n    for v in tmp.verts:\\n        vmap[v]=bm.verts.new(v.co)\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    # trunk with slight lean\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\n    # branch skirts\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\n    # top spire\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n    return t,f\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.25))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.032,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n    return t,f\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\n# ---- placement ----\\nrandom.seed(42)\\nconifer(-11.5,-6.0,7.2,1)\\nconifer(-13.0,-11.5,8.4,2)\\nconifer(-9.0,-14.0,6.4,3)\\nconifer(6.5,-9.5,7.6,4)\\nconifer(11.0,-3.0,8.8,5)\\nconifer(-14.5,0.5,7.8,6)\\nconifer(13.5,6.0,9.2,7)\\nconifer(-13.5,10.0,8.0,8)\\nconifer(4.0,17.5,8.6,9)\\nconifer(-6.0,18.5,7.4,10)\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\nbroadleaf(-11.0,4.5,5.4,13)\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\nbroadleaf(-3.0,-13.0,5.2,15)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01MhicxCz5CR2277KWQzrxf9", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 88, in <module>\\n  File \\\"<string>\\\", line 49, in conifer\\n  File \\\"<string>\\\", line 20, in icosphere\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor ob in list(bpy.data.collections['Trees'].objects):\\n    bpy.data.objects.remove(ob, do_unlink=True)\\nresult={\\\"n\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019t2uL1yihTvWYFiCFNBPCQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"n\": 0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\n\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\n    tmp=bmesh.new()\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\n    for v in tmp.verts:\\n        if jitter:\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\n            v.co += v.co.normalized()*n*jitter*r\\n        v.co += Vector(center)\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\n    for f in tmp.faces:\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\n        except ValueError: pass\\n    tmp.free()\\n\\ndef conifer(x,y,h,seed):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\n    nlayer=int(h*2.1)\\n    for i in range(nlayer):\\n        t=i/(nlayer-1)\\n        zz=z0+h*(0.16+0.80*t)\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\n        nb=max(4,int(9-6*t))\\n        for b in range(nb):\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\n            rr=rad*rnd.uniform(0.7,1.05)\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\n\\ndef broadleaf(x,y,h,seed,warm=False):\\n    rnd=random.Random(seed)\\n    z0=tz(x,y)\\n    bmT=bmesh.new(); bmF=bmesh.new()\\n    base=Vector((x,y,z0-0.3))\\n    trunkh=h*0.42\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\n    tips=[]\\n    def branch(p0,d,length,rad,depth):\\n        p1=p0+d*length\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\n        if depth==0:\\n            tips.append(p1); return\\n        for k in range(rnd.choice([2,2,3])):\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\n    for k in range(3):\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\n        branch(top,d,h*0.30,h*0.034,2)\\n    for i,p in enumerate(tips):\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\n\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\n\\nrandom.seed(42)\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\n    conifer(*a)\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\n    broadleaf(*a)\\nresult={\\\"trees\\\":len(bpy.data.collections['Trees'].objects)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A1JtDg5DB5es2YpeXXuEzx", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"trees\": 38\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix, noise\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nico=dn['icosphere']\\n\\nPOND_C=Vector((0.0,7.0))\\ndef pond_radius(theta):\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\n\\n# ---- Rocks around shore & scattered ----\\nrnd=random.Random(101)\\nbm=bmesh.new()\\nfor i in range(90):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\n    s=rnd.uniform(0.16,0.55)\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\nfor i in range(40):\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\n    s=rnd.uniform(0.2,0.7)\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\n\\n# ---- Reeds in shallow water near shore ----\\nbm=bmesh.new()\\nrnd=random.Random(7)\\ncnt=0\\nfor i in range(900):\\n    th=rnd.uniform(-math.pi,math.pi)\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\n    zb=tz(x,y)\\n    if zb>0.1 or zb<-0.75: continue\\n    h=rnd.uniform(0.5,1.1)\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\n    cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Grass tufts / bushes on land ----\\nbm=bmesh.new()\\nrnd=random.Random(202)\\nfor i in range(220):\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\n    d=(Vector((x,y))-POND_C).length\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\n    s=rnd.uniform(0.22,0.62)\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\n\\n# ---- Firewood pile beside cabin ----\\nbm=bmesh.new()\\nrnd=random.Random(33)\\nbx,by=-8.9,-8.0\\nzb=tz(bx,by)\\nfor row in range(4):\\n    for k in range(5):\\n        z=zb+0.13+row*0.24\\n        yv=by-0.55+k*0.28\\n        xo=rnd.uniform(-0.05,0.05)\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\n# axe stump\\nbm=bmesh.new()\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016aqqe3vm5QwimfLm9ssFQY", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 826\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01T555v2DBxK8gtbPZ39juzR", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\n# ---------- World: warm dusk sky ----------\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\nw.use_nodes=True; nt=w.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\nsky.sky_type='NISHITA'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.35\\nsky.altitude=180\\nsky.air_density=1.5\\nsky.dust_density=3.2\\nsky.ozone_density=1.0\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nbg.inputs['Strength'].default_value=0.85\\nnt.links.new(bg.outputs[0], out.inputs[0])\\n\\n# ---------- Sun ----------\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\nel=math.radians(9.0); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\n# fill: cool sky bounce from opposite\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\n\\n# interior warm lamp\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\n# porch lantern\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\n# ---------- Camera ----------\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\nd=(target-Vector(cam.location))\\nimport mathutils\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\n\\nscene.render.film_transparent=False\\nscene.cycles.max_bounces=8\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\nresult={\\\"cam_rot\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\"vt\\\":scene.view_settings.view_transform, \\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01T555v2DBxK8gtbPZ39juzR", "content": "{\n  \"status\": \"error\",\n  \"message\": \"Traceback (most recent call last):\\n  File \\\"<repo>\\\\.runner\\\\blender-mcp-v1.0.0\\\\addon\\\\mcp_to_blender_server.py\\\", line 230, in _execute_code\\n    exec(code, namespace)\\n    ~~~~^^^^^^^^^^^^^^^^^\\n  File \\\"<string>\\\", line 14, in <module>\\nTypeError: bpy_struct: item.attr = val: enum \\\"NISHITA\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\n\"\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nresult={\\\"props\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LN3TndMbHHsUrnX2afhC6y", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"props\": [\n      \"location\",\n      \"location_absolute\",\n      \"width\",\n      \"height\",\n      \"name\",\n      \"label\",\n      \"parent\",\n      \"warning_propagation\",\n      \"use_custom_color\",\n      \"color\",\n      \"select\",\n      \"show_options\",\n      \"show_preview\",\n      \"hide\",\n      \"mute\",\n      \"show_texture\",\n      \"bl_idname\",\n      \"bl_label\",\n      \"bl_description\",\n      \"bl_icon\",\n      \"bl_width_default\",\n      \"bl_width_min\",\n      \"bl_width_max\",\n      \"bl_height_default\",\n      \"bl_height_min\",\n      \"bl_height_max\",\n      \"sky_type\",\n      \"sun_disc\",\n      \"sun_size\",\n      \"sun_intensity\",\n      \"sun_elevation\",\n      \"sun_rotation\",\n      \"altitude\",\n      \"air_density\",\n      \"aerosol_density\",\n      \"ozone_density\",\n      \"sun_direction\",\n      \"turbidity\",\n      \"ground_albedo\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nscene=bpy.context.scene\\ndn=bpy.app.driver_namespace; link=dn['link']\\n\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\nnt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sky_type='MULTIPLE_SCATTERING'\\nsky.sun_elevation=math.radians(7.5)\\nsky.sun_rotation=math.radians(205)\\nsky.sun_intensity=0.3\\nsky.sun_disc=True\\nsky.altitude=180\\nsky.air_density=1.6\\nsky.aerosol_density=3.5\\nsky.ozone_density=1.0\\nbg.inputs['Strength'].default_value=0.9\\n\\nsd=bpy.data.lights.new('Sun','SUN')\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\nel=math.radians(9.5); az=math.radians(205)\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\nsun.location=(0,0,20)\\n\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\n\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\np.location=(-5.0,-6.8,2.9)\\n\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\nla.location=(-4.0,-2.35,3.1)\\n\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\ncam.location=(12.8,-15.5,6.4)\\ntarget=Vector((-2.4,0.5,2.2))\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\nscene.camera=cam\\nscene.cycles.max_bounces=8\\nresult={\\\"looks\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\n        \\\"vts\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FbmqyuwTffXpCz1CirtgUF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"looks\": [\n      \"NONE\"\n    ],\n    \"vts\": [\n      \"NONE\"\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nresult={\\\"vt\\\":vs.view_transform,\\\"look\\\":vs.look,\\\"exposure\\\":vs.exposure,\\\"gamma\\\":vs.gamma,\\n        \\\"display\\\":bpy.context.scene.display_settings.display_device}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BVKX3E7z9oAYPe4arWYXP7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"Standard\",\n    \"look\": \"None\",\n    \"exposure\": 0.0,\n    \"gamma\": 1.0,\n    \"display\": \"sRGB\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nvs=bpy.context.scene.view_settings\\nres={}\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\n    try:\\n        vs.view_transform=cand; res['vt']=cand; break\\n    except Exception as e:\\n        res[cand]=str(e)[:60]\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\n    try:\\n        vs.look=cand; res['look']=cand; break\\n    except Exception as e:\\n        res['L_'+cand]=str(e)[:60]\\nresult=res\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017wwvXkEcKAH9a6qdfafLD4", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"vt\": \"AgX\",\n    \"look\": \"AgX - Medium High Contrast\"\n  }\n}"}, {"role": "assistant", "content": "Now let me render a test.", "tool_calls": [{"id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "type": "function", "function": {"name": "render_thumbnail_to_path", "arguments": "{\"output_path\": \"C:/tmp/bb_test1.png\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Ri9nwjXqTJy562e6nRhoBV", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"filepath\": \"<home>\\\\AppData\\\\Local\\\\Temp\\\\blender_a27740\\\\blender_mcp\\\\bb_test1.png\"\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017R8pmdJqoeXrgca8sK9URm", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.render.resolution_percentage=100\\ns.cycles.samples=32\\ns.cycles.use_denoising=True\\ns.render.image_settings.file_format='PNG'\\ns.render.filepath='C:/tmp/bb_prev.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"done\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017R8pmdJqoeXrgca8sK9URm", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"done\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "type": "function", "function": {"name": "jump_to_tab_by_name", "arguments": "{\"name\": \"Rendering\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Cm4Csgad3y4Hi2X7WvPLp8", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"status\": \"ok\",\n    \"workspace\": \"Rendering\",\n    \"message\": null,\n    \"available_workspaces\": null\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01USNc6JF8bbm7ksXPAdahPK", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ca5599aa5519b739.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0191qz4TADBpa59RDBRuANJo", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(15.0)\\nsky.sun_rotation=math.radians(200)\\nsky.sun_intensity=0.6\\nsky.aerosol_density=2.0\\nsky.air_density=1.2\\nbg.inputs['Strength'].default_value=1.6\\n\\nsun=bpy.data.objects['Sun']\\nsun.data.energy=6.5\\nsun.data.color=(1.0,0.78,0.52)\\nel=math.radians(16.0); az=math.radians(200)\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\nbpy.data.objects['Fill'].data.energy=400\\ns.view_settings.exposure=0.6\\ns.render.filepath='C:/tmp/bb_prev2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0191qz4TADBpa59RDBRuANJo", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01GcZVFZFgxBJ1XZe3TK54My", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/29b92258c420706a.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NobQafrDACGoSBF7Ry13gr", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# remove old chimney, rebuild on east (+X) side\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\n\\nCX = X1+0.60\\nCY = -7.55\\nCTOP = APEX + 1.45\\nzbase = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.16,0.26)\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\n                s = rnd.uniform(0.26,0.40)\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# move X1 window clear of chimney footprint: rebuild windows objects\\nfor nm in ('WindowGlass','WindowFrames'):\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\n\\nWINS = [\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\n]\\nbmg=bmesh.new(); bmf=bmesh.new()\\nfor c,s,ax in WINS:\\n    box(bmg,c,s)\\n    if ax=='Y':\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\n    else:\\n        sx = 0.02 if c[0]>X0 else -0.02\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\n\\n# move blocking tree\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\nresult={\\\"CTOP\\\":CTOP}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NobQafrDACGoSBF7Ry13gr", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"CTOP\": 7.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012gY8gFbn16TYdXMmw84szv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\nfor nm in ('BroTrunk14','BroLeaf14'):\\n    bpy.data.objects[nm].location=(0,0,0)\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\nfor nm in ('ConTrunk4','ConLeaf4'):\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\nfor nm in ('BroTrunk12','BroLeaf12'):\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\ns=bpy.context.scene\\n# widen camera a bit, raise\\ncam=bpy.data.objects['Camera']\\ncam.location=(14.5,-17.0,7.6)\\ncam.data.lens=38\\ntgt=Vector((-2.6,1.0,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev3.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012gY8gFbn16TYdXMmw84szv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 25.37\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017uE1G4H3JP3aoU7Hof1SnE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/ae2c3c7d27a3091f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n\\n# put trees back where they were (they were fine)\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(11.5,16.5,7.6)\\ncam.data.lens=40\\ntgt=Vector((-3.2,-3.4,2.6))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=6.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-19.0,24.0,9.5))\\nd=(Vector((0,0,0))-src).normalized()\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\nsun.location=src\\nsun.data.energy=9.0\\nsun.data.color=(1.0,0.76,0.50)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_disc=False\\nsky.sun_elevation=math.radians(13.0)\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\nbg.inputs['Strength'].default_value=1.5\\ns.view_settings.exposure=0.4\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(10,-18,14)\\nfill.rotation_euler=(math.radians(140),0,0)\\nfill.data.energy=350\\n\\ns.render.filepath='C:/tmp/bb_prev4.png'\\ns.render.resolution_x=900; s.render.resolution_y=900\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"dist\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_013aBhzyG3s2TbHPBHkjJaVM", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"dist\": 25.24\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NGAUdHypGkD1DbE5cd5u7Q", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/f92e7df6671cb131.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.6,7.6,5.2)\\ncam.data.lens=40\\ntgt=Vector((-4.6,-5.4,2.5))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=7.0\\n\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((-26.0,15.0,9.0))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=8.0\\nsun.data.color=(1.0,0.74,0.46)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(12.0)\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.5\\nbg.inputs['Strength'].default_value=1.4\\ns.view_settings.exposure=0.3\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\nfill.data.energy=300\\n\\ns.render.filepath='C:/tmp/bb_prev5.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"d\\\":round((tgt-Vector(cam.location)).length,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_019wPxGDwCGmpj4SPVq1BUHd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"d\": 18.72\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01EhPkNaB365S6ebo2pFj5cX", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/cd86815adace8ac9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nsun=bpy.data.objects['Sun']\\nsrc=Vector((22.0,16.0,7.5))\\nsun.location=src\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\nsun.data.energy=14.0\\nsun.data.color=(1.0,0.72,0.44)\\nsun.data.angle=math.radians(1.6)\\n\\nw=s.world; nt=w.node_tree\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\nsky.sun_rotation=math.atan2(src.y,src.x)\\nsky.sun_intensity=0.4\\nsky.aerosol_density=2.5\\nbg.inputs['Strength'].default_value=2.2\\ns.view_settings.exposure=1.1\\n\\nfill=bpy.data.objects['Fill']\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\nfill.data.energy=500\\nfill.data.color=(0.5,0.66,1.0)\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(9.8,9.4,6.0)\\ntgt=Vector((-4.4,-4.8,2.4))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ns.render.filepath='C:/tmp/bb_prev6.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"el\\\":round(math.degrees(sky.sun_elevation),1),\\\"az\\\":round(math.degrees(sky.sun_rotation),1)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_015EEjiCuhjgBeJv6s4kC2F5", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"el\": 15.4,\n    \"az\": 36.0\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01FY7QzFYDVFbLkqt7X9WqJQ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/95fa2110a37e65fa.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nw=bpy.context.scene.world\\nnt=w.node_tree\\nresult={\\\"nodes\\\":[(n.name,n.type) for n in nt.nodes],\\n        \\\"links\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\n        \\\"scene_world\\\":bpy.context.scene.world.name,\\n        \\\"film_transparent\\\":bpy.context.scene.render.film_transparent}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Qsqx8SihBX36DeSJuCFWtd", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"nodes\": [\n      [\n        \"World Output\",\n        \"OUTPUT_WORLD\"\n      ],\n      [\n        \"Background\",\n        \"BACKGROUND\"\n      ],\n      [\n        \"Sky Texture\",\n        \"TEX_SKY\"\n      ]\n    ],\n    \"links\": [],\n    \"scene_world\": \"SkyWorld\",\n    \"film_transparent\": false\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.2\\ns.render.filepath='C:/tmp/bb_prev7.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"links\\\":len(nt.links)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01RiJQAHDoT3fp2q2fVxAiam", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"links\": 2\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01VHJQa46c4TX76JZPQXjzW1", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/4f711f5b79c9e56c.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\ns.cycles.samples=48\\nnt=s.world.node_tree\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\nsky.sun_elevation=math.radians(6.5)\\nsky.sun_rotation=math.radians(36)\\nsky.sun_intensity=0.15\\nsky.air_density=1.4\\nsky.aerosol_density=4.0\\nsky.ozone_density=1.2\\nbg.inputs['Strength'].default_value=1.0\\ns.view_settings.exposure=0.9\\n\\nsun=bpy.data.objects['Sun']\\nimport mathutils\\nel=math.radians(8.0); az=math.radians(36)\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\nsun.data.energy=13.0\\nsun.data.color=(1.0,0.62,0.33)\\nsun.data.angle=math.radians(1.2)\\n\\nbpy.data.objects['Fill'].data.energy=250\\nbpy.data.objects['Hearth'].data.energy=1400\\nbpy.data.objects['Lantern'].data.energy=160\\n\\n# water deeper\\nwm=bpy.data.materials['Water']\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\nb.inputs['Transmission Weight'].default_value=0.25\\nb.inputs['Roughness'].default_value=0.035\\n\\n# reeds shorter / thinner already; scale down object\\nrd=bpy.data.objects['Reeds']\\nrd.scale=(1,1,0.75)\\n\\ns.render.filepath='C:/tmp/bb_prev8.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01UE1gCqJkTVg7RWUY6R52f7", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01V2u4iK3qVMmYapc7bUcpyT", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/5f3af7629101ee6d.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nfor w in bpy.context.window_manager.windows:\\n    for a in w.screen.areas:\\n        if a.type=='IMAGE_EDITOR':\\n            for r in a.regions:\\n                if r.type=='WINDOW':\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XCZRZ6V5EbAH87ya9uQnUQ", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Lo66rHXj7vNyptfqA4ugxR", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/79d32e7135fd6f9f.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\nch=bpy.data.objects['Chimney']\\nw=bpy.data.objects['LogWalls']\\ndef bb(o):\\n    import mathutils\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\nresult={\\\"chim\\\":bb(ch),\\\"walls\\\":bb(w),\\\"boat\\\":bb(bpy.data.objects['Rowboat']),\\\"roof\\\":bb(bpy.data.objects['Roof'])}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01KR7HZJNJJVGja3HstgHVfS", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"chim\": [\n      [\n        -2.62,\n        -8.7,\n        0.55\n      ],\n      [\n        -0.58,\n        -6.41,\n        7.83\n      ]\n    ],\n    \"walls\": [\n      [\n        -8.08,\n        -9.58,\n        1.7\n      ],\n      [\n        -1.92,\n        -4.02,\n        5.69\n      ]\n    ],\n    \"boat\": [\n      [\n        2.85,\n        -0.0,\n        -0.12\n      ],\n      [\n        4.45,\n        2.8,\n        0.34\n      ]\n    ],\n    \"roof\": [\n      [\n        -8.44,\n        -9.75,\n        3.59\n      ],\n      [\n        -1.56,\n        -3.85,\n        6.05\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---- Replace roof with actual shingle geometry ----\\nfor nm in ('Roof','Rafters','PorchRoof'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\nOH=0.55; GH=0.45; TH=0.14\\n\\nbm=bmesh.new()\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\n    vb=[bm.verts.new(q) for q in p]\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\n    for i in range(4):\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\n\\n# shingle courses\\nbm=bmesh.new()\\nrnd=random.Random(4)\\nfor sgn in (1,-1):\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\n    nz=Vector((slope*sgn,0,1)).normalized()\\n    along=Vector((sgn,0,-slope)).normalized()\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\n    step=0.30\\n    n=int(L/step)\\n    for i in range(n+1):\\n        d=min(L, i*step)\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\n        y=Y0-GH\\n        while y < Y1+GH-0.01:\\n            wy=min(0.34, Y1+GH-y)\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\n            # slab tile leaning with roof\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\n            y+=0.36\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\n\\n# rafter tails\\nbm=bmesh.new()\\ny=Y0-0.02\\nwhile y<=Y1+0.02:\\n    for sgn in (1,-1):\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\n    y+=0.62\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\n\\n# porch roof (shed) with shingles\\nPY0,PY1=Y1, Y1+2.55\\nPX0,PX1=X0-0.15,X1+0.15\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\nbm=bmesh.new()\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\nfor i in range(4):\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\nbm=bmesh.new()\\npslope=(z_wall-z_out)/(PY1-PY0)\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\nny=PY0\\nwhile ny<PY1-0.01:\\n    t=(ny-PY0)/(PY1-PY0)\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\n    x=PX0\\n    while x<PX1-0.01:\\n        wx=min(0.34,PX1-x)\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\n        x+=0.36\\n    ny+=0.30\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\n\\n# ---- Roof material: darker weathered shingle ----\\nrm=M['Roof']; nt=rm.node_tree\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\nbr.inputs['Scale'].default_value=22.0\\nb.inputs['Roughness'].default_value=0.85\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01XG2zheJcgnbLqJEHbnW4Gk", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev9.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JM2B9pmMEcCD7KtCw65fvU", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_017dXhP8n4Sv4nq8wAxiyHsG", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/3c9ac12639dd0775.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\n\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\nCX = X1+0.42\\nCY = -7.6\\nCTOP = APEX + 0.85\\nzb0 = tz(CX,CY)-0.7\\nbm=bmesh.new()\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\n    rnd=random.Random(seed); z=zb\\n    while z < zt:\\n        h=rnd.uniform(0.15,0.24)\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\n        for i in range(nx):\\n            for j in range(ny):\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\n                sc=rnd.uniform(0.22,0.34)\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\n        z+=h\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\n\\n# darker, warmer stone\\nsm=M['Stone']; nts=sm.node_tree\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\n\\n# ---- Trim reeds: keep only in a few clumps ----\\nob=bpy.data.objects['Reeds']\\nbpy.data.objects.remove(ob, do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\nfor cx,cy in clumps:\\n    for i in range(90):\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\n        z=tz(x,y)\\n        if z>0.06 or z<-0.55: continue\\n        h=rnd.uniform(0.45,0.95)\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\n        cnt+=1\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\n\\n# ---- Lily pads for pond interest ----\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(60):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\n    s=rnd.uniform(0.16,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\nresult={\\\"reeds\\\":cnt}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018i6GKHWJr8niX3FYvGTTT3", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"reeds\": 158\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math, bmesh\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\n\\n# ---- Chimney smoke (volumetric plume) ----\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\nnt=mv.node_tree\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\nvol.inputs['Anisotropy'].default_value=0.25\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\nnn.inputs['Roughness'].default_value=0.62\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\n# fade with height and radius\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\nramp.color_ramp.elements[0].position=0.42\\nramp.color_ramp.elements[1].position=0.72\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\nmul2.location=(50,0)\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\n\\nbm=bmesh.new()\\nbmesh.ops.create_cube(bm, size=2.0)\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\nch=bpy.data.objects['Chimney']\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\nsm.location=(-2.0, -7.6, top+1.7)\\nsm.scale=(1.15,1.15,2.2)\\nsm.rotation_euler=(0, math.radians(12), 0)\\n\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"top\\\":round(top,2)}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01LMgaBBqLLAniawvs7hrKaD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"top\": 7.15\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016hxnRwVNRPwLigF7KqoT9i", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/27fdd66432822ca9.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\n\\n# ---------- Rebuild rowboat properly ----------\\nfor nm in ('Rowboat','Oar'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=2.9; W=1.02; H=0.46; T=0.055\\nbm=bmesh.new()\\nNS=16\\ndef hw(t):  # half width profile\\n    return W/2*(math.sin(math.pi*t)**0.55)\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\nfor i in range(NS+1):\\n    t=i/NS; y=-L/2+L*t\\n    w=hw(t); wi=max(0.004, w-T)\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\n# build hull as lofted U cross-sections\\ndef section(y, w, z0, z1, nz=5):\\n    pts=[]\\n    for k in range(nz+1):\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\n        # U shape: x = w*cos, z interpolate\\n        pass\\n    return pts\\n\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\n# taper ends\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\n# delete top half\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\nme=bpy.data.meshes.new('RowboatMesh')\\ntmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me)\\nscene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nfor p in me.polygons: p.use_smooth=True\\nboat.location=(3.55, 1.5, 0.30)\\nboat.rotation_euler=(0,0,math.radians(-16))\\n\\n# gunwale rim + seats + oars\\nbm=bmesh.new()\\nrng=[]\\nn=40\\nfor k in range(n):\\n    a=2*math.pi*k/n\\n    ty=math.cos(a)\\n    y=(L/2)*ty\\n    t=(y+L/2)/L\\n    w=hw(t)*(1.0-0.0)\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\n    rng.append(Vector((x,y,0.0)))\\nfor k in range(n):\\n    a=rng[k]; b=rng[(k+1)%n]\\n    cyl(bm,a,b,0.035,seg=6)\\nfor sy in (-0.55,0.45):\\n    t=(sy+L/2)/L\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\nbm=bmesh.new()\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\n\\n# mooring rope from boat bow to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_014ZeMjaFbR9ku1x5nQRVn2F", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\n\\n# ---- Porch bench + lantern ----\\nbm=bmesh.new()\\nbx=-3.0\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\nfor xo in (-0.6,0.6):\\n    for yo in (-0.16,0.16):\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\n\\n# lantern hanging from porch beam\\nbm=bmesh.new()\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\nbm=bmesh.new()\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\nbpy.data.objects['Lantern'].data.energy=60\\n\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\nbm=bmesh.new(); rnd=random.Random(88)\\nfrom mathutils import noise\\nNR=140\\nringA=[]; ringB=[]\\nfor i in range(NR):\\n    a=2*math.pi*i/NR\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\n# cap outward\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\nfor i in range(NR):\\n    j=(i+1)%NR\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\n\\n# distant hill material: hazy blue-green\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\n\\n# ---- warmer walls ----\\nww=M['Wood_Wall']; ntw=ww.node_tree\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\n\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BGvH4mmRRPBMXc3E3EwThF", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_012RavBpJqR4U6Vsc2a3wjpb", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/39a9d9d525266074.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\n# hull\\nL=2.9; W=1.05; H=0.48\\ntmp=bmesh.new()\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\nfor v in tmp.verts:\\n    ty=abs(v.co.y)/(L/2)\\n    v.co.x *= (1.0 - 0.55*ty**2)\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\n\\n# thwarts (seats) as separate object parented to boat\\nbm=bmesh.new()\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\n\\n# oars laid across\\nbm=bmesh.new()\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01As8Ze3YpNJHzcwgXTY9kto", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\ns=bpy.context.scene\\ns.render.filepath='C:/tmp/bb_prev12.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01NzVkv4U6H2EkzQzTu2z3u9", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BjaWt71QRHdKN7WrBX71rw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/dd46604a55cc6152.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\ncam.location=(6.0,6.5,2.2)\\ntgt=Vector((3.4,1.4,0.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=60\\ncam.data.dof.use_dof=False\\ns.render.resolution_x=700; s.render.resolution_y=700\\ns.cycles.samples=24\\ns.render.filepath='C:/tmp/bb_boat.png'\\nbpy.ops.render.render(write_still=True)\\nbpy.app.driver_namespace['camold']=old\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018YvpcBx2PXzgJYrwW7mF7i", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01A6qdLvpud4UVZBm3sxw3re", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/0c60a10661a4c22d.png"}}]}, {"role": "assistant", "content": "The boat reads badly. Let me build it properly with explicit lofted cross-sections.", "tool_calls": [{"id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math\\nfrom mathutils import Vector, Matrix\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\n\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\n\\nL=3.1; W=1.10; H=0.50\\nNS=22; NC=9   # sections, points per cross-section\\n\\ndef prof(t):\\n    # t 0..1 along length; returns half-beam and sheer height factor\\n    e = math.sin(math.pi*t)\\n    beam = (W/2)*(e**0.5)\\n    return beam\\n\\nbm=bmesh.new()\\nrings=[]\\nfor i in range(NS+1):\\n    t=i/NS\\n    y=-L/2+L*t\\n    beam=max(0.02, prof(t))\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\n    ring=[]\\n    for k in range(NC):\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\n        x = beam*math.sin(a)\\n        z = sheer - depth*math.cos(a)**1.4\\n        ring.append(bm.verts.new((x,y,z)))\\n    rings.append(ring)\\nfor i in range(NS):\\n    for k in range(NC-1):\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\n# close bow/stern\\nfor r in (rings[0], rings[-1]):\\n    try: bm.faces.new(r)\\n    except ValueError: pass\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\nme.materials.append(M['Wood_Dark'])\\nfor p in me.polygons: p.use_smooth=True\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\n\\n# gunwale rail\\nbm=bmesh.new()\\nfor side in (-1,1):\\n    pts=[]\\n    for i in range(NS+1):\\n        t=i/NS; y=-L/2+L*t\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\n        pts.append(Vector((side*beam, y, sheer)))\\n    for i in range(len(pts)-1):\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\n# seats\\nfor sy in (-0.65,0.05,0.75):\\n    t=(sy+L/2)/L; b=prof(t)\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\n\\n# oars\\nbm=bmesh.new()\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\n\\n# mooring rope to dock post\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\ncu.materials.append(M['Bark'])\\n\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_018hFow1ECPEM8ZZ2hdzpv2A", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01BrqEVhnddDHE5FGxWngzCE", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/b36c708434a372a6.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\ncam=bpy.data.objects['Camera']\\ncam.location=(6.6,1.4,1.0)\\ntgt=Vector((3.55,1.4,0.15))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=70\\ns.render.filepath='C:/tmp/bb_boat3.png'\\nbpy.ops.render.render(write_still=True)\\nb=bpy.data.objects['Rowboat']\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\nresult={\\\"bb\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_0126VEeu5e7qeycXrW7zkLHD", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"bb\": [\n      [\n        2.54,\n        4.55\n      ],\n      [\n        -0.26,\n        3.04\n      ],\n      [\n        -0.36,\n        0.25\n      ]\n    ]\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01DeUefvwCHgNd1Uqc5QLXdh", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01DeUefvwCHgNd1Uqc5QLXdh", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/1e55ffc3d7ac4cee.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene\\nfor nm in ('Rowboat','BoatRim','Oars'):\\n    o=bpy.data.objects[nm]\\n    o.location=(4.35,2.9,0.10)\\n    o.rotation_euler=(0,0,math.radians(-8))\\n# rope reattach\\ncu=bpy.data.objects['Mooring'].data\\nsp=cu.splines[0]\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\n\\ncam=bpy.data.objects['Camera']\\ncam.location=(8.2,5.6,2.6)\\ntgt=Vector((3.6,1.2,0.2))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=45\\ns.render.filepath='C:/tmp/bb_boat4.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Wi9VJd8e92i6rWAovEjbsv", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_016cr9nWdCuRF9jNup6CBTXw", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_016cr9nWdCuRF9jNup6CBTXw", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/70950b59080fcc50.png"}}]}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01Uw5x4hvvQoFFudp4noqUC1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy, bmesh, math, random\\nfrom mathutils import Vector\\nscene=bpy.context.scene; M=bpy.data.materials\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\\n\\n# rebuild lily pads avoiding boat & dock\\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\\nPOND=Vector((0.0,7.0))\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\nbm=bmesh.new(); rnd=random.Random(19)\\nfor i in range(70):\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\n    if 0.8<x<3.6 and -3.0<y<5.8: continue      # dock\\n    if 3.0<x<5.8 and 1.0<y<4.8: continue        # boat\\n    s=rnd.uniform(0.15,0.30)\\n    ring=[]\\n    n=10\\n    for k in range(n):\\n        a=2*math.pi*k/n\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\n    bm.faces.new(ring)\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\n\\n# hero camera\\ncam=bpy.data.objects['Camera']\\ncam.location=(10.2,10.0,6.2)\\ntgt=Vector((-4.2,-4.4,2.3))\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\ncam.data.lens=40\\ncam.data.dof.use_dof=True\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\ncam.data.dof.aperture_fstop=9.0\\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\\nscene.cycles.samples=48\\nscene.render.filepath='C:/tmp/bb_prev13.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01Uw5x4hvvQoFFudp4noqUC1", "content": "{\n  \"status\": \"ok\",\n  \"result\": {\n    \"ok\": 1\n  }\n}"}, {"role": "assistant", "content": "", "tool_calls": [{"id": "toolu_01JfKk4vynZzH22nHHfpMRXZ", "type": "function", "function": {"name": "get_screenshot_of_area_as_image", "arguments": "{\"area_ui_type\": \"IMAGE_EDITOR\"}"}}]}, {"role": "tool", "tool_call_id": "toolu_01JfKk4vynZzH22nHHfpMRXZ", "content": ""}, {"role": "user", "content": [{"type": "image_url", "image_url": {"url": "bb-image:screenshots/c56f810bc2c0c23a.png"}}]}], "tools": [{"type": "function", "function": {"name": "execute_blender_code", "description": "\n        Execute Python code in the connected Blender instance.\n\n        The code runs in Blender's Python environment with full access to ``bpy``.\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\n        Deferred completion via ``check_is_finished`` is only supported by the\n        interactive addon server, and is rejected in background mode.\n        ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code_for_cli", "description": "\n        Execute Python code in a background Blender process.\n\n        Opens *blend_file* with ``blender --background`` and runs *code*.\n        Assign a dict to ``result`` to return data.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}, "code": {"title": "Code", "type": "string"}}, "required": ["blend_file", "code"], "title": "execute_blender_code_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks", "description": "\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_datablocksArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_datablocks_for_cli", "description": "\n        Return a data-block summary by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_datablocks_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files", "description": "\n        Report external file references that are missing from disk\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_missing_filesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_missing_files_for_cli", "description": "\n        Report missing file references by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_missing_files_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries", "description": "\n        Return a tree of directly and indirectly linked library files.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_of_linked_librariesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_of_linked_libraries_for_cli", "description": "\n        Return linked-library info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_of_linked_libraries_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info", "description": "\n        Simple/fast access to the blend file's path, save status, age, and backups.\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_path_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_path_info_for_cli", "description": "\n        Return path info by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_path_info_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess", "description": "\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\n        ", "parameters": {"properties": {}, "title": "get_blendfile_summary_usage_guessArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_blendfile_summary_usage_guess_for_cli", "description": "\n        Guess use-cases by opening *blend_file* in background Blender.\n        ", "parameters": {"properties": {"blend_file": {"title": "Blend File", "type": "string"}}, "required": ["blend_file"], "title": "get_blendfile_summary_usage_guess_for_cliArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_detail_summary", "description": "\n        Return a structured summary of the object identified by *name*.\n\n        Includes type, transforms, parent, children, modifiers, constraints,\n        materials, visibility, data-block name, and collections.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "get_object_detail_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_objects_summary", "description": "\n        Return the scene's collection hierarchy and their objects.\n\n        Each collection lists its objects (name, type, parent, data name,\n        selection, visibility) and nested child collections.\n        ", "parameters": {"properties": {}, "title": "get_objects_summaryArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_python_api_docs", "description": "\n        Return the Blender Python API docs for *identifier*, or list\n        modules matching a trailing-``*`` discovery pattern.\n\n        *identifier* should be a fully-qualified Python name (e.g.\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\n        The trailing-``*`` forms are supported as discovery entry-points:\n\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\n          ``mathutils``, ``gpu``, ...).\n        - ``X.*`` enumerates the direct-child identifiers under the\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\n\n        Both return a ``namespace`` response even when ``X.rst`` would\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\n        force the child listing.\n\n        The response always carries ``kind``, ``found``, and ``identifier``.\n        The remaining keys depend on ``kind``:\n\n        - ``\"exact\"`` (``found=True``): ``<identifier>.rst`` was read.\n          Extra keys: ``content`` (RST text), ``examples``. When the\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\n          summary of the file's top-level definitions (prefixed by a\n          header noting the truncation) and ``examples`` is empty -\n          re-query individual members for their rendered blocks.\n        - ``\"namespace\"`` (``found=True``):\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\n          Extra key: ``submodules`` (list of child identifiers).\n        - ``\"definition\"`` (``found=True``):\n          *identifier* is defined inside a parent RST\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\n          Extra keys: ``content`` (rendered block), ``examples``.\n        - ``\"partial\"`` (``found=False``):\n          the parent RST was located but the trailing component isn't defined in it.\n          Extra keys:\n          - ``parent`` the identifier whose RST was loaded.\n          - ``available`` top-level definitions in that RST.\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\n            filtered to those whose last component contains every character of the missing tail.\n\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\n        - ``\"suggestions\"`` (``found=False``):\n          no direct match, but *identifier* appears as a component of other files.\n          Extra key: ``suggestions`` (list of full identifiers).\n        - ``\"missing\"`` (``found=False``): nothing matched.\n\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\n        is a list of ``{path, content}`` entries referenced from this documentation.\n        ", "parameters": {"properties": {"identifier": {"title": "Identifier", "type": "string"}}, "required": ["identifier"], "title": "get_python_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_area_as_image", "description": "\n        Take a screenshot of a single Blender area and return it as a PNG image.\n\n        *area_ui_type* matches the area's ``ui_type``.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"area_ui_type": {"enum": ["VIEW_3D", "IMAGE_EDITOR", "UV", "ShaderNodeTree", "CompositorNodeTree", "GeometryNodeTree", "TextureNodeTree", "SEQUENCE_EDITOR", "CLIP_EDITOR", "DOPESHEET_EDITOR", "GRAPH_EDITOR", "NLA_EDITOR", "TEXT_EDITOR", "CONSOLE", "INFO", "TOPBAR", "STATUSBAR", "OUTLINER", "PROPERTIES", "FILE_BROWSER", "SPREADSHEET", "PREFERENCES"], "title": "Area Ui Type", "type": "string"}, "size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "required": ["area_ui_type"], "title": "get_screenshot_of_area_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_image", "description": "\n        Take a screenshot of the entire Blender window and return it as a PNG image.\n\n        *size_limit_in_bytes* caps the image size in bytes.\n        Zero (the default) uses the MCP message size limit.\n        ", "parameters": {"properties": {"size_limit_in_bytes": {"default": 0, "title": "Size Limit In Bytes", "type": "integer"}}, "title": "get_screenshot_of_window_as_imageArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_screenshot_of_window_as_json", "description": "\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\n        ", "parameters": {"properties": {}, "title": "get_screenshot_of_window_as_jsonArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_name", "description": "\n        Switch the active workspace tab to *name*.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}}, "required": ["name"], "title": "jump_to_tab_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_tab_by_space_type", "description": "\n        Switch to a workspace whose main area matches *space_type*.\n\n        If *allow_edits* is True and no matching workspace exists, a new one\n        is created by duplicating the current workspace.\n        ", "parameters": {"properties": {"space_type": {"title": "Space Type", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["space_type"], "title": "jump_to_tab_by_space_typeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_by_name", "description": "\n        Move the 3D viewport to focus on an object by *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "jump_to_view3d_object_data_by_name", "description": "\n        Move the 3D viewport to the object whose data block matches *name*.\n\n        If *allow_edits* is True the object may be un-hidden and its\n        collections enabled to make it visible.\n        ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "allow_edits": {"default": false, "title": "Allow Edits", "type": "boolean"}}, "required": ["name"], "title": "jump_to_view3d_object_data_by_nameArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_thumbnail_to_path", "description": "\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_thumbnail_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "render_viewport_to_path", "description": "\n        Render the current scene to *output_path* using current render settings.\n        ", "parameters": {"properties": {"output_path": {"title": "Output Path", "type": "string"}}, "required": ["output_path"], "title": "render_viewport_to_pathArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_api_docs", "description": "\nFull-text search over the bundled Blender Python API reference.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_api_docsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_manual_docs", "description": "\nFull-text search over the bundled Blender user manual.\n\nReturns a ranked list of hits. Each hit has:\n\n- ``path``: file path relative to the bundled docs.\n- ``text``: the matching paragraph plus ``context``\n  paragraphs on either side.\n- ``breadcrumb``: the section path containing the hit\n  (``Section > Sub-section > ...``).\n- ``index``: the hit's position in the result list.\n- ``score``: a relevance score; higher is better.\n\nThe query is tokenised on whitespace and matched\ncase-insensitively. Every token must appear somewhere in\nthe paragraph body, the file path, or an enclosing section\ntitle - in any order. Common English stop-words (``the``,\n``a``, ``how``, ``to``, ...) are dropped, so natural\nphrasings like ``\"how to bake\"`` work as expected. Regular\nexpressions are not supported.\n\nUse ``context`` to pull more surrounding paragraphs into\neach hit (symmetric, default 0). Use ``index`` with the\nposition of a previous hit (same query) to get that hit\nalone with its text widened to its enclosing section.\n\nRead-only; consults bundled RST files only.\n", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "max_results": {"default": 20, "title": "Max Results", "type": "integer"}, "context": {"default": 0, "title": "Context", "type": "integer"}, "index": {"anyOf": [{"type": "integer"}, {"type": "null"}], "default": null, "title": "Index"}}, "required": ["query"], "title": "search_manual_docsArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-26T01:39:35.106355+00:00", "finished_at": "2026-07-26T01:39:55.990378+00:00", "duration_s": 20.89099999999962, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "12813865", "content-type": "application/json"}, "body": "{\"model\":\"anthropic/claude-opus-5\",\"messages\":[{\"role\":\"system\",\"content\":[{\"type\":\"text\",\"text\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.\\n\\nComplete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.\\n\\nThe 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.\\n\\nThe interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.\\n\\n## Harness Instructions\\n\\nYou are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.\\n\\nYou are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.\",\"cache_control\":{\"type\":\"ephemeral\"}}]},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nA warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll start by checking the current scene state.\",\"tool_calls\":[{\"id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"arguments\":\"{}\"}},{\"id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"arguments\":\"{}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01W7FZabLyo6YSMU6Mccm9mu\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"active_workspace\\\": \\\"Layout\\\",\\n    \\\"active_object\\\": null,\\n    \\\"object_mode\\\": null,\\n    \\\"camera_object\\\": null,\\n    \\\"collections\\\": [\\n      {\\n        \\\"name\\\": \\\"Scene Collection\\\",\\n        \\\"exclude\\\": false,\\n        \\\"hide_viewport\\\": false,\\n        \\\"objects\\\": [],\\n        \\\"children\\\": [\\n          {\\n            \\\"name\\\": \\\"Collection\\\",\\n            \\\"exclude\\\": false,\\n            \\\"hide_viewport\\\": false,\\n            \\\"objects\\\": [],\\n            \\\"children\\\": []\\n          }\\n        ]\\n      }\\n    ]\\n  }\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01CgHZdf7C8h9vj897SgBo7R\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"datablock_counts\\\": {\\n      \\\"cameras\\\": 1,\\n      \\\"collections\\\": 1,\\n      \\\"images\\\": 2,\\n      \\\"lights\\\": 1,\\n      \\\"linestyles\\\": 1,\\n      \\\"materials\\\": 2,\\n      \\\"meshes\\\": 1,\\n      \\\"palettes\\\": 1,\\n      \\\"scenes\\\": 1,\\n      \\\"screens\\\": 11,\\n      \\\"window_managers\\\": 1,\\n      \\\"workspaces\\\": 11,\\n      \\\"worlds\\\": 1\\n    },\\n    \\\"render_engine\\\": \\\"BLENDER_EEVEE\\\",\\n    \\\"scene_name\\\": \\\"Scene\\\",\\n    \\\"workspaces\\\": [\\n      \\\"Animation\\\",\\n      \\\"Compositing\\\",\\n      \\\"Geometry Nodes\\\",\\n      \\\"Layout\\\",\\n      \\\"Modeling\\\",\\n      \\\"Rendering\\\",\\n      \\\"Scripting\\\",\\n      \\\"Sculpting\\\",\\n      \\\"Shading\\\",\\n      \\\"Texture Paint\\\",\\n      \\\"UV Editing\\\"\\n    ],\\n    \\\"active_workspace\\\": \\\"Layout\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(7)\\\\n\\\\n# clean\\\\nfor ob in list(bpy.data.objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nfor c in list(bpy.data.collections):\\\\n    bpy.data.collections.remove(c)\\\\n\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.view_settings.view_transform = 'Filmic' if 'Filmic' in [i.name for i in scene.view_settings.bl_rna.properties['view_transform'].enum_items] else 'Standard'\\\\n\\\\ndef newcol(name):\\\\n    c = bpy.data.collections.new(name)\\\\n    scene.collection.children.link(c)\\\\n    return c\\\\n\\\\nCOLS = {n: newcol(n) for n in ['Terrain','Cabin','Dock','Trees','Rocks','Props','Lights']}\\\\n\\\\ndef link(ob, col):\\\\n    for c in ob.users_collection:\\\\n        c.objects.unlink(ob)\\\\n    COLS[col].objects.link(ob)\\\\n\\\\nresult = {\\\\\\\"ok\\\\\\\": True, \\\\\\\"engine\\\\\\\": scene.render.engine, \\\\\\\"vt\\\\\\\": scene.view_settings.view_transform}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01R6MKtPACULH4XNAK2mXjna\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": true,\\n    \\\"engine\\\": \\\"CYCLES\\\",\\n    \\\"vt\\\": \\\"Standard\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfrom mathutils import Vector\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\nMATS = {}\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SAW'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.28,0.13,0.055,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.52,0.29,0.14,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.35\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\nMATS['wood']=m\\\\n\\\\n# ---- Dark wood (beams/dock)\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SAW'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.12,0.075,0.045,1)\\\\nr2.color_ramp.elements[1].color=(0.30,0.19,0.11,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\nMATS['darkwood']=m2\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.16,0.155,0.15,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.46,0.44,0.41,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.8\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\nMATS['stone']=m3\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.09,0.07,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.15,0.12,0.10,1)\\\\nbr.inputs['Mortar'].default_value=(0.045,0.04,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.02\\\\nbr.mortar_smooth = 0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.4\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\nMATS['roof']=m4\\\\n\\\\n# ---- Ground / grass-dirt\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=1.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Generated'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.10,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.21,0.24,0.085,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\n# dirt near water based on Z\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.1\\\\nmr.inputs['From Max'].default_value=0.9\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.24,0.19,0.13,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.25\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\nMATS['ground']=m5\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.035,0.075,0.075,1))\\\\nS(b6,'Roughness',0.06)\\\\nS(b6,'Metallic',0.0)\\\\nif 'Transmission Weight' in b6.inputs: b6.inputs['Transmission Weight'].default_value=0.45\\\\nelif 'Transmission' in b6.inputs: b6.inputs['Transmission'].default_value=0.45\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=7.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Generated'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.12\\\\nbmp6.inputs['Distance'].default_value=0.03\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\nMATS['water']=m6\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=6.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.085,0.03,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.16,0.26,0.07,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.5\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\nMATS['foliage']=m7\\\\n\\\\n# ---- Autumn foliage\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.22,0.09,0.02,1)\\\\nrr.color_ramp.elements[1].color=(0.55,0.28,0.05,1)\\\\nMATS['foliage_warm']=m8\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.055,0.038,0.028,1)\\\\nr9.color_ramp.elements[1].color=(0.20,0.15,0.11,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\nMATS['bark']=m9\\\\n\\\\n# ---- Glass window (warm emissive interior)\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.62,0.24,1)\\\\nem.inputs['Strength'].default_value=7.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\nMATS['glow']=m10\\\\n\\\\n# ---- Metal dark\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\nMATS['metal']=m11\\\\n\\\\n# ---- Reeds\\\\nm12 = bpy.data.materials.new('Reed'); m12.use_nodes=True\\\\nbb = m12.node_tree.nodes['Principled BSDF']\\\\nbb.inputs['Base Color'].default_value=(0.24,0.22,0.09,1)\\\\nbb.inputs['Roughness'].default_value=0.85\\\\nMATS['reed']=m12\\\\n\\\\nbpy.types.Scene.mats_ready = True\\\\nresult = {\\\\\\\"mats\\\\\\\": list(MATS.keys())}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DVbixskzvA46nmnLMqRH8N\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 113, in <module>\\\\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nresult={\\\\\\\"ver\\\\\\\":bpy.app.version_string, \\\\\\\"brick_inputs\\\\\\\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XEVHx6RQoBDGs6MDo4XHsP\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ver\\\": \\\"5.1.0\\\",\\n    \\\"brick_inputs\\\": [\\n      \\\"Vector\\\",\\n      \\\"Color1\\\",\\n      \\\"Color2\\\",\\n      \\\"Mortar\\\",\\n      \\\"Scale\\\",\\n      \\\"Mortar Size\\\",\\n      \\\"Mortar Smooth\\\",\\n      \\\"Bias\\\",\\n      \\\"Brick Width\\\",\\n      \\\"Row Height\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"import bpy\\\\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\\\\nb=m.node_tree.nodes['Principled BSDF']\\\\nr={\\\\\\\"inputs\\\\\\\":[i.name for i in b.inputs]}\\\\nbpy.data.materials.remove(m)\\\\nresult=r\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Dn8QdGSPocHnbtFVYpxiR3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"inputs\\\": [\\n      \\\"Base Color\\\",\\n      \\\"Metallic\\\",\\n      \\\"Roughness\\\",\\n      \\\"IOR\\\",\\n      \\\"Alpha\\\",\\n      \\\"Normal\\\",\\n      \\\"Weight\\\",\\n      \\\"Diffuse Roughness\\\",\\n      \\\"Subsurface Weight\\\",\\n      \\\"Subsurface Radius\\\",\\n      \\\"Subsurface Scale\\\",\\n      \\\"Subsurface IOR\\\",\\n      \\\"Subsurface Anisotropy\\\",\\n      \\\"Specular IOR Level\\\",\\n      \\\"Specular Tint\\\",\\n      \\\"Anisotropic\\\",\\n      \\\"Anisotropic Rotation\\\",\\n      \\\"Tangent\\\",\\n      \\\"Transmission Weight\\\",\\n      \\\"Coat Weight\\\",\\n      \\\"Coat Roughness\\\",\\n      \\\"Coat IOR\\\",\\n      \\\"Coat Tint\\\",\\n      \\\"Coat Normal\\\",\\n      \\\"Sheen Weight\\\",\\n      \\\"Sheen Roughness\\\",\\n      \\\"Sheen Tint\\\",\\n      \\\"Emission Color\\\",\\n      \\\"Emission Strength\\\",\\n      \\\"Thin Film Thickness\\\",\\n      \\\"Thin Film IOR\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor m in list(bpy.data.materials):\\\\n    bpy.data.materials.remove(m)\\\\n\\\\ndef mat(name):\\\\n    m = bpy.data.materials.new(name)\\\\n    m.use_nodes = True\\\\n    nt = m.node_tree\\\\n    for n in list(nt.nodes):\\\\n        nt.nodes.remove(n)\\\\n    out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\n    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\\\\n    nt.links.new(bsdf.outputs[0], out.inputs[0])\\\\n    return m, nt, bsdf\\\\n\\\\ndef S(bsdf, key, val):\\\\n    if key in bsdf.inputs:\\\\n        bsdf.inputs[key].default_value = val\\\\n\\\\n# ---- Wood (planks) for cabin walls\\\\nm, nt, b = mat('Wood_Wall')\\\\ntc = nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1200,0)\\\\nmap1 = nt.nodes.new('ShaderNodeMapping'); map1.location=(-1000,0)\\\\nmap1.inputs['Scale'].default_value = (2.0, 2.0, 26.0)\\\\nnt.links.new(tc.outputs['Object'], map1.inputs['Vector'])\\\\nwave = nt.nodes.new('ShaderNodeTexWave'); wave.location=(-800,150)\\\\nwave.wave_type='BANDS'; wave.bands_direction='Z'; wave.wave_profile='SIN'\\\\nwave.inputs['Scale'].default_value = 1.0\\\\nwave.inputs['Distortion'].default_value = 1.2\\\\nwave.inputs['Detail'].default_value = 3.0\\\\nwave.inputs['Detail Scale'].default_value = 1.5\\\\nnt.links.new(map1.outputs[0], wave.inputs['Vector'])\\\\nnoi = nt.nodes.new('ShaderNodeTexNoise'); noi.location=(-800,-200)\\\\nnoi.inputs['Scale'].default_value = 12.0; noi.inputs['Detail'].default_value=8.0\\\\nnt.links.new(tc.outputs['Object'], noi.inputs['Vector'])\\\\nramp = nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-520,150)\\\\nramp.color_ramp.elements[0].position = 0.05\\\\nramp.color_ramp.elements[0].color = (0.30,0.145,0.06,1)\\\\nramp.color_ramp.elements[1].position = 0.95\\\\nramp.color_ramp.elements[1].color = (0.58,0.33,0.15,1)\\\\nnt.links.new(wave.outputs['Fac'], ramp.inputs['Fac'])\\\\nmixc = nt.nodes.new('ShaderNodeMixRGB'); mixc.location=(-300,100)\\\\nmixc.blend_type='MULTIPLY'; mixc.inputs['Fac'].default_value=0.28\\\\nnt.links.new(ramp.outputs['Color'], mixc.inputs['Color1'])\\\\nnt.links.new(noi.outputs['Fac'], mixc.inputs['Color2'])\\\\nnt.links.new(mixc.outputs[0], b.inputs['Base Color'])\\\\nS(b,'Roughness',0.75)\\\\nbump = nt.nodes.new('ShaderNodeBump'); bump.location=(0,-250)\\\\nbump.inputs['Strength'].default_value=0.5\\\\nnt.links.new(wave.outputs['Fac'], bump.inputs['Height'])\\\\nnt.links.new(bump.outputs['Normal'], b.inputs['Normal'])\\\\n\\\\n# ---- Dark wood\\\\nm2, nt2, b2 = mat('Wood_Dark')\\\\ntc = nt2.nodes.new('ShaderNodeTexCoord')\\\\nmp = nt2.nodes.new('ShaderNodeMapping'); mp.inputs['Scale'].default_value=(3,3,20)\\\\nnt2.links.new(tc.outputs['Object'], mp.inputs['Vector'])\\\\nw2 = nt2.nodes.new('ShaderNodeTexWave'); w2.wave_type='BANDS'; w2.bands_direction='X'\\\\nw2.wave_profile='SIN'; w2.inputs['Scale'].default_value=2.0\\\\nw2.inputs['Distortion'].default_value=3.0; w2.inputs['Detail'].default_value=4.0\\\\nnt2.links.new(mp.outputs[0], w2.inputs['Vector'])\\\\nr2 = nt2.nodes.new('ShaderNodeValToRGB')\\\\nr2.color_ramp.elements[0].color=(0.13,0.08,0.05,1)\\\\nr2.color_ramp.elements[1].color=(0.33,0.21,0.12,1)\\\\nnt2.links.new(w2.outputs['Fac'], r2.inputs['Fac'])\\\\nnt2.links.new(r2.outputs['Color'], b2.inputs['Base Color'])\\\\nS(b2,'Roughness',0.85)\\\\nbp2 = nt2.nodes.new('ShaderNodeBump'); bp2.inputs['Strength'].default_value=0.35\\\\nnt2.links.new(w2.outputs['Fac'], bp2.inputs['Height'])\\\\nnt2.links.new(bp2.outputs['Normal'], b2.inputs['Normal'])\\\\n\\\\n# ---- Stone\\\\nm3, nt3, b3 = mat('Stone')\\\\ntc = nt3.nodes.new('ShaderNodeTexCoord')\\\\nvor = nt3.nodes.new('ShaderNodeTexVoronoi'); vor.location=(-700,0)\\\\nvor.feature='F1'; vor.inputs['Scale'].default_value=9.0\\\\nnt3.links.new(tc.outputs['Object'], vor.inputs['Vector'])\\\\nn3 = nt3.nodes.new('ShaderNodeTexNoise'); n3.location=(-700,-250)\\\\nn3.inputs['Scale'].default_value=4.0; n3.inputs['Detail'].default_value=10.0\\\\nnt3.links.new(tc.outputs['Object'], n3.inputs['Vector'])\\\\nr3 = nt3.nodes.new('ShaderNodeValToRGB'); r3.location=(-450,0)\\\\nr3.color_ramp.elements[0].position=0.1\\\\nr3.color_ramp.elements[0].color=(0.14,0.135,0.13,1)\\\\nr3.color_ramp.elements[1].position=0.85\\\\nr3.color_ramp.elements[1].color=(0.44,0.42,0.39,1)\\\\nnt3.links.new(vor.outputs['Distance'], r3.inputs['Fac'])\\\\nmx3 = nt3.nodes.new('ShaderNodeMixRGB'); mx3.blend_type='OVERLAY'; mx3.inputs['Fac'].default_value=0.4\\\\nnt3.links.new(r3.outputs['Color'], mx3.inputs['Color1'])\\\\nnt3.links.new(n3.outputs['Color'], mx3.inputs['Color2'])\\\\nnt3.links.new(mx3.outputs[0], b3.inputs['Base Color'])\\\\nS(b3,'Roughness',0.9)\\\\nbmp3 = nt3.nodes.new('ShaderNodeBump'); bmp3.inputs['Strength'].default_value=0.85\\\\nbmp3.inputs['Distance'].default_value=0.08\\\\nnt3.links.new(vor.outputs['Distance'], bmp3.inputs['Height'])\\\\nnt3.links.new(bmp3.outputs['Normal'], b3.inputs['Normal'])\\\\n\\\\n# ---- Roof shingles\\\\nm4, nt4, b4 = mat('Roof')\\\\ntc = nt4.nodes.new('ShaderNodeTexCoord')\\\\nmp4 = nt4.nodes.new('ShaderNodeMapping'); mp4.inputs['Scale'].default_value=(6,6,6)\\\\nnt4.links.new(tc.outputs['Object'], mp4.inputs['Vector'])\\\\nbr = nt4.nodes.new('ShaderNodeTexBrick'); br.location=(-600,0)\\\\nbr.inputs['Scale'].default_value=6.0\\\\nbr.inputs['Color1'].default_value=(0.105,0.075,0.062,1)\\\\nbr.inputs['Color2'].default_value=(0.17,0.13,0.105,1)\\\\nbr.inputs['Mortar'].default_value=(0.05,0.042,0.038,1)\\\\nbr.inputs['Mortar Size'].default_value=0.025\\\\nbr.inputs['Mortar Smooth'].default_value=0.1\\\\nbr.squash = 1.0\\\\nnt4.links.new(mp4.outputs[0], br.inputs['Vector'])\\\\nnt4.links.new(br.outputs['Color'], b4.inputs['Base Color'])\\\\nS(b4,'Roughness',0.8)\\\\nbmp4 = nt4.nodes.new('ShaderNodeBump'); bmp4.inputs['Strength'].default_value=0.45\\\\nnt4.links.new(br.outputs['Fac'], bmp4.inputs['Height'])\\\\nnt4.links.new(bmp4.outputs['Normal'], b4.inputs['Normal'])\\\\n\\\\n# ---- Ground\\\\nm5, nt5, b5 = mat('Ground')\\\\ntc = nt5.nodes.new('ShaderNodeTexCoord')\\\\ngn = nt5.nodes.new('ShaderNodeTexNoise'); gn.location=(-800,100)\\\\ngn.inputs['Scale'].default_value=2.5; gn.inputs['Detail'].default_value=12.0\\\\nnt5.links.new(tc.outputs['Object'], gn.inputs['Vector'])\\\\ngr = nt5.nodes.new('ShaderNodeValToRGB'); gr.location=(-550,100)\\\\ngr.color_ramp.elements[0].position=0.35\\\\ngr.color_ramp.elements[0].color=(0.075,0.105,0.038,1)\\\\ngr.color_ramp.elements[1].position=0.68\\\\ngr.color_ramp.elements[1].color=(0.23,0.26,0.09,1)\\\\nnt5.links.new(gn.outputs['Fac'], gr.inputs['Fac'])\\\\ngeo = nt5.nodes.new('ShaderNodeNewGeometry'); geo.location=(-1000,-350)\\\\nsep = nt5.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-820,-350)\\\\nnt5.links.new(geo.outputs['Position'], sep.inputs[0])\\\\nmr = nt5.nodes.new('ShaderNodeMapRange'); mr.location=(-620,-350)\\\\nmr.inputs['From Min'].default_value=-0.15\\\\nmr.inputs['From Max'].default_value=0.75\\\\nnt5.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nmixg = nt5.nodes.new('ShaderNodeMixRGB'); mixg.location=(-350,0)\\\\nmixg.inputs['Color1'].default_value=(0.25,0.20,0.135,1)\\\\nnt5.links.new(mr.outputs['Result'], mixg.inputs['Fac'])\\\\nnt5.links.new(gr.outputs['Color'], mixg.inputs['Color2'])\\\\nnt5.links.new(mixg.outputs[0], b5.inputs['Base Color'])\\\\nS(b5,'Roughness',0.95)\\\\nbmp5 = nt5.nodes.new('ShaderNodeBump'); bmp5.inputs['Strength'].default_value=0.3\\\\nnt5.links.new(gn.outputs['Fac'], bmp5.inputs['Height'])\\\\nnt5.links.new(bmp5.outputs['Normal'], b5.inputs['Normal'])\\\\n\\\\n# ---- Water\\\\nm6, nt6, b6 = mat('Water')\\\\nS(b6,'Base Color',(0.04,0.085,0.085,1))\\\\nS(b6,'Roughness',0.05)\\\\nS(b6,'Transmission Weight',0.5)\\\\nS(b6,'IOR',1.333)\\\\ntc6 = nt6.nodes.new('ShaderNodeTexCoord')\\\\nwn = nt6.nodes.new('ShaderNodeTexNoise'); wn.location=(-600,-200)\\\\nwn.inputs['Scale'].default_value=9.0; wn.inputs['Detail'].default_value=6.0\\\\nwn.inputs['Roughness'].default_value=0.6\\\\nnt6.links.new(tc6.outputs['Object'], wn.inputs['Vector'])\\\\nbmp6 = nt6.nodes.new('ShaderNodeBump'); bmp6.location=(0,-250)\\\\nbmp6.inputs['Strength'].default_value=0.10\\\\nbmp6.inputs['Distance'].default_value=0.02\\\\nnt6.links.new(wn.outputs['Fac'], bmp6.inputs['Height'])\\\\nnt6.links.new(bmp6.outputs['Normal'], b6.inputs['Normal'])\\\\n\\\\n# ---- Foliage\\\\nm7, nt7, b7 = mat('Foliage')\\\\ntc7 = nt7.nodes.new('ShaderNodeTexCoord')\\\\nn7 = nt7.nodes.new('ShaderNodeTexNoise'); n7.location=(-700,0)\\\\nn7.inputs['Scale'].default_value=7.0; n7.inputs['Detail'].default_value=8.0\\\\nnt7.links.new(tc7.outputs['Object'], n7.inputs['Vector'])\\\\nr7 = nt7.nodes.new('ShaderNodeValToRGB'); r7.location=(-450,0)\\\\nr7.color_ramp.elements[0].position=0.35\\\\nr7.color_ramp.elements[0].color=(0.045,0.09,0.032,1)\\\\nr7.color_ramp.elements[1].position=0.7\\\\nr7.color_ramp.elements[1].color=(0.17,0.28,0.075,1)\\\\nnt7.links.new(n7.outputs['Fac'], r7.inputs['Fac'])\\\\nnt7.links.new(r7.outputs['Color'], b7.inputs['Base Color'])\\\\nS(b7,'Roughness',0.85)\\\\nbmp7 = nt7.nodes.new('ShaderNodeBump'); bmp7.inputs['Strength'].default_value=0.6\\\\nnt7.links.new(n7.outputs['Fac'], bmp7.inputs['Height'])\\\\nnt7.links.new(bmp7.outputs['Normal'], b7.inputs['Normal'])\\\\n\\\\nm8 = m7.copy(); m8.name='Foliage_Warm'\\\\nrr = [n for n in m8.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nrr.color_ramp.elements[0].color=(0.24,0.10,0.022,1)\\\\nrr.color_ramp.elements[1].color=(0.60,0.31,0.055,1)\\\\n\\\\n# ---- Bark\\\\nm9, nt9, b9 = mat('Bark')\\\\ntc9 = nt9.nodes.new('ShaderNodeTexCoord')\\\\nmp9 = nt9.nodes.new('ShaderNodeMapping'); mp9.inputs['Scale'].default_value=(9,9,1.2)\\\\nnt9.links.new(tc9.outputs['Object'], mp9.inputs['Vector'])\\\\nn9 = nt9.nodes.new('ShaderNodeTexNoise')\\\\nn9.inputs['Scale'].default_value=5.0; n9.inputs['Detail'].default_value=10.0\\\\nnt9.links.new(mp9.outputs[0], n9.inputs['Vector'])\\\\nr9 = nt9.nodes.new('ShaderNodeValToRGB')\\\\nr9.color_ramp.elements[0].color=(0.06,0.042,0.030,1)\\\\nr9.color_ramp.elements[1].color=(0.22,0.16,0.115,1)\\\\nnt9.links.new(n9.outputs['Fac'], r9.inputs['Fac'])\\\\nnt9.links.new(r9.outputs['Color'], b9.inputs['Base Color'])\\\\nS(b9,'Roughness',0.92)\\\\nbmp9 = nt9.nodes.new('ShaderNodeBump'); bmp9.inputs['Strength'].default_value=0.7\\\\nnt9.links.new(n9.outputs['Fac'], bmp9.inputs['Height'])\\\\nnt9.links.new(bmp9.outputs['Normal'], b9.inputs['Normal'])\\\\n\\\\n# ---- Window glow\\\\nm10 = bpy.data.materials.new('WindowGlow'); m10.use_nodes=True\\\\nnt10 = m10.node_tree\\\\nfor n in list(nt10.nodes): nt10.nodes.remove(n)\\\\no = nt10.nodes.new('ShaderNodeOutputMaterial'); o.location=(400,0)\\\\nem = nt10.nodes.new('ShaderNodeEmission'); em.location=(150,0)\\\\nem.inputs['Color'].default_value=(1.0,0.60,0.22,1)\\\\nem.inputs['Strength'].default_value=8.0\\\\nnt10.links.new(em.outputs[0], o.inputs[0])\\\\n\\\\n# ---- Metal\\\\nm11, nt11, b11 = mat('Metal')\\\\nS(b11,'Base Color',(0.06,0.06,0.065,1)); S(b11,'Metallic',0.9); S(b11,'Roughness',0.45)\\\\n\\\\n# ---- Reed\\\\nm12, nt12, b12 = mat('Reed')\\\\nS(b12,'Base Color',(0.25,0.23,0.095,1)); S(b12,'Roughness',0.85)\\\\n\\\\nresult = {\\\\\\\"mats\\\\\\\": [m.name for m in bpy.data.materials]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LH3LNFYuhUNco4X9Q6GhTL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"mats\\\": [\\n      \\\"Bark\\\",\\n      \\\"Foliage\\\",\\n      \\\"Foliage_Warm\\\",\\n      \\\"Ground\\\",\\n      \\\"Metal\\\",\\n      \\\"Reed\\\",\\n      \\\"Roof\\\",\\n      \\\"Stone\\\",\\n      \\\"Water\\\",\\n      \\\"WindowGlow\\\",\\n      \\\"Wood_Dark\\\",\\n      \\\"Wood_Wall\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise\\\\n\\\\nrandom.seed(11)\\\\nscene = bpy.context.scene\\\\nM = bpy.data.materials\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y))\\\\n    d = v.length\\\\n    th = math.atan2(v.y, v.x)\\\\n    R = pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t = d/R\\\\n        z = -2.2*(1.0 - t*t)\\\\n        z += (n1*0.15 + n2*0.2)*(t)\\\\n    else:\\\\n        e = d - R\\\\n        rise = 1.25*(1.0 - math.exp(-e/3.2)) + 0.055*e\\\\n        z = rise + n1*min(1.0, e/2.0) + n2 + n3\\\\n    # far hills\\\\n    dc = math.hypot(x, y)\\\\n    if dc > 20:\\\\n        z += (dc-20)*0.22\\\\n    return z\\\\n\\\\n# ---------- Terrain ----------\\\\nSIZE = 70.0\\\\nN = 190\\\\nme = bpy.data.meshes.new('TerrainMesh')\\\\nbm = bmesh.new()\\\\nverts = []\\\\nfor j in range(N+1):\\\\n    row=[]\\\\n    for i in range(N+1):\\\\n        x = -SIZE/2 + SIZE*i/N\\\\n        y = -SIZE/2 + SIZE*j/N\\\\n        row.append(bm.verts.new((x, y, terrain_z(x,y))))\\\\n    verts.append(row)\\\\nfor j in range(N):\\\\n    for i in range(N):\\\\n        bm.faces.new((verts[j][i], verts[j][i+1], verts[j+1][i+1], verts[j+1][i]))\\\\nbm.normal_update()\\\\nbm.to_mesh(me); bm.free()\\\\nterrain = bpy.data.objects.new('Terrain', me)\\\\nscene.collection.objects.link(terrain)\\\\nlink(terrain, 'Terrain')\\\\nterrain.data.materials.append(M['Ground'])\\\\nterrain.data.shade_smooth() if hasattr(terrain.data,'shade_smooth') else None\\\\nfor p in terrain.data.polygons: p.use_smooth = True\\\\n\\\\n# ---------- Water ----------\\\\nwme = bpy.data.meshes.new('WaterMesh')\\\\nbm = bmesh.new()\\\\nWN = 90; WS = 30.0\\\\nwv=[]\\\\nfor j in range(WN+1):\\\\n    row=[]\\\\n    for i in range(WN+1):\\\\n        x = POND_C.x - WS/2 + WS*i/WN\\\\n        y = POND_C.y - WS/2 + WS*j/WN\\\\n        row.append(bm.verts.new((x,y,0.0)))\\\\n    wv.append(row)\\\\nfor j in range(WN):\\\\n    for i in range(WN):\\\\n        bm.faces.new((wv[j][i], wv[j][i+1], wv[j+1][i+1], wv[j+1][i]))\\\\nbm.to_mesh(wme); bm.free()\\\\nwater = bpy.data.objects.new('Water', wme)\\\\nscene.collection.objects.link(water)\\\\nlink(water,'Terrain')\\\\nwater.data.materials.append(M['Water'])\\\\nfor p in water.data.polygons: p.use_smooth=True\\\\n\\\\nresult = {\\\\\\\"terrain_verts\\\\\\\": len(terrain.data.vertices), \\\\\\\"z_at_cabin\\\\\\\": terrain_z(-3,-3), \\\\\\\"z_dock\\\\\\\": terrain_z(3.5,-1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013DFez5jSzFJk4vMgyD47hR\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"terrain_verts\\\": 36481,\\n    \\\"z_at_cabin\\\": 0.34188454745740593,\\n    \\\"z_dock\\\": 0.025823967708100914\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport math\\\\nfrom mathutils import Vector, noise\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nres={}\\\\nfor x in (-6,-4,-2,0,2,4):\\\\n    res[f\\\\\\\"x{x}\\\\\\\"] = [round(terrain_z(x,y),2) for y in range(-12,4,1)]\\\\nres['shore_R'] = {f\\\\\\\"{round(a,1)}\\\\\\\": round(pond_radius(a),2) for a in [-math.pi/2, -1.2, -1.9, 0.0, math.pi]}\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VZaUHsZ4rGfsUC4ABEVbpi\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"x-6\\\": [\\n      1.85,\\n      1.75,\\n      1.71,\\n      1.56,\\n      1.38,\\n      1.22,\\n      1.11,\\n      0.94,\\n      0.7,\\n      0.41,\\n      0.23,\\n      0.12,\\n      -0.05,\\n      -0.26,\\n      -0.35,\\n      -0.32\\n    ],\\n    \\\"x-4\\\": [\\n      1.83,\\n      1.78,\\n      1.67,\\n      1.49,\\n      1.35,\\n      1.23,\\n      1.07,\\n      0.85,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.25,\\n      -0.64,\\n      -0.96,\\n      -1.19,\\n      -1.34\\n    ],\\n    \\\"x-2\\\": [\\n      1.9,\\n      1.83,\\n      1.69,\\n      1.53,\\n      1.33,\\n      1.13,\\n      0.99,\\n      0.79,\\n      0.58,\\n      0.33,\\n      0.15,\\n      -0.3,\\n      -0.74,\\n      -1.13,\\n      -1.45,\\n      -1.7\\n    ],\\n    \\\"x0\\\": [\\n      1.74,\\n      1.62,\\n      1.57,\\n      1.53,\\n      1.36,\\n      1.22,\\n      1.09,\\n      0.94,\\n      0.71,\\n      0.5,\\n      0.17,\\n      -0.26,\\n      -0.7,\\n      -1.1,\\n      -1.43,\\n      -1.71\\n    ],\\n    \\\"x2\\\": [\\n      1.68,\\n      1.6,\\n      1.55,\\n      1.52,\\n      1.4,\\n      1.24,\\n      1.08,\\n      0.98,\\n      0.81,\\n      0.63,\\n      0.32,\\n      -0.2,\\n      -0.65,\\n      -1.04,\\n      -1.36,\\n      -1.61\\n    ],\\n    \\\"x4\\\": [\\n      1.76,\\n      1.67,\\n      1.6,\\n      1.58,\\n      1.52,\\n      1.4,\\n      1.3,\\n      1.17,\\n      0.98,\\n      0.77,\\n      0.54,\\n      0.15,\\n      -0.23,\\n      -0.56,\\n      -0.8,\\n      -0.97\\n    ],\\n    \\\"shore_R\\\": {\\n      \\\"-1.6\\\": 8.49,\\n      \\\"-1.2\\\": 8.77,\\n      \\\"-1.9\\\": 9.06,\\n      \\\"0.0\\\": 10.4,\\n      \\\"3.1\\\": 7.89\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, noise, Euler\\\\nrandom.seed(3)\\\\nscene=bpy.context.scene\\\\nM=bpy.data.materials\\\\n\\\\nPOND_C = Vector((0.0, 7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\ndef terrain_z(x, y):\\\\n    v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\\\\n    n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\\\\n    n2 = noise.noise(Vector((x*0.32, y*0.32, 5.0)))*0.16\\\\n    n3 = noise.noise(Vector((x*0.9, y*0.9, 11.0)))*0.05\\\\n    if d < R:\\\\n        t=d/R; z=-2.2*(1-t*t); z += (n1*0.15+n2*0.2)*t\\\\n    else:\\\\n        e=d-R; z = 1.25*(1-math.exp(-e/3.2))+0.055*e + n1*min(1.0,e/2.0)+n2+n3\\\\n    dc=math.hypot(x,y)\\\\n    if dc>20: z += (dc-20)*0.22\\\\n    return z\\\\nbpy.app.driver_namespace['terrain_z']=terrain_z\\\\n\\\\ndef link(ob, colname):\\\\n    for c in ob.users_collection: c.objects.unlink(ob)\\\\n    bpy.data.collections[colname].objects.link(ob)\\\\n\\\\ndef add_mesh(name, bm, colname, matname, smooth=False):\\\\n    me = bpy.data.meshes.new(name)\\\\n    bm.normal_update(); bm.to_mesh(me); bm.free()\\\\n    ob = bpy.data.objects.new(name, me)\\\\n    scene.collection.objects.link(ob); link(ob, colname)\\\\n    if matname: me.materials.append(M[matname])\\\\n    if smooth:\\\\n        for p in me.polygons: p.use_smooth=True\\\\n    return ob\\\\n\\\\ndef box(bm, center, size, rot=None):\\\\n    cx,cy,cz=center; sx,sy,sz=size\\\\n    vs=[]\\\\n    for dx in (-1,1):\\\\n        for dy in (-1,1):\\\\n            for dz in (-1,1):\\\\n                v=Vector((dx*sx/2, dy*sy/2, dz*sz/2))\\\\n                if rot: v=rot @ v\\\\n                vs.append(bm.verts.new((cx+v.x, cy+v.y, cz+v.z)))\\\\n    # indices: order dx,dy,dz  -> idx = 4*a+2*b+c\\\\n    def V(a,b,c): return vs[4*a+2*b+c]\\\\n    faces=[(V(0,0,0),V(0,1,0),V(0,1,1),V(0,0,1)),\\\\n           (V(1,0,0),V(1,0,1),V(1,1,1),V(1,1,0)),\\\\n           (V(0,0,0),V(0,0,1),V(1,0,1),V(1,0,0)),\\\\n           (V(0,1,0),V(1,1,0),V(1,1,1),V(0,1,1)),\\\\n           (V(0,0,0),V(1,0,0),V(1,1,0),V(0,1,0)),\\\\n           (V(0,0,1),V(0,1,1),V(1,1,1),V(1,0,1))]\\\\n    for f in faces: bm.faces.new(f)\\\\n\\\\ndef cyl(bm, p0, p1, r, seg=12, caps=True, r1=None):\\\\n    p0=Vector(p0); p1=Vector(p1)\\\\n    if r1 is None: r1=r\\\\n    ax=(p1-p0); L=ax.length; ax.normalize()\\\\n    up=Vector((0,0,1))\\\\n    if abs(ax.dot(up))>0.99: up=Vector((1,0,0))\\\\n    xa=ax.cross(up).normalized(); ya=ax.cross(xa).normalized()\\\\n    ring0=[];ring1=[]\\\\n    for i in range(seg):\\\\n        a=2*math.pi*i/seg\\\\n        d=xa*math.cos(a)+ya*math.sin(a)\\\\n        ring0.append(bm.verts.new(p0+d*r))\\\\n        ring1.append(bm.verts.new(p1+d*r1))\\\\n    for i in range(seg):\\\\n        j=(i+1)%seg\\\\n        bm.faces.new((ring0[i],ring0[j],ring1[j],ring1[i]))\\\\n    if caps:\\\\n        bm.faces.new(ring0[::-1]); bm.faces.new(ring1)\\\\n    return ring0, ring1\\\\n\\\\nbpy.app.driver_namespace.update(dict(box=box,cyl=cyl,add_mesh=add_mesh,link=link))\\\\nresult={\\\\\\\"corners\\\\\\\":[round(terrain_z(x,y),2) for x,y in [(-7.3,-9),(-1.7,-9),(-7.3,-4.4),(-1.7,-4.4)]]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PvFJBZByJyy8wpfzTqQ74B\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"corners\\\": [\\n      1.57,\\n      1.53,\\n      0.97,\\n      0.68\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\npts = {}\\\\nfor x in (-7.8,-4.8,-1.8):\\\\n    for y in (-8.9,-6.4,-3.9):\\\\n        pts[f\\\\\\\"{x},{y}\\\\\\\"]=round(tz(x,y),2)\\\\nresult=pts\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LHhoPy3LSkMz7zS8ZfcWQg\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 2, in <module>\\\\nNameError: name 'bpy' is not defined\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace.get('terrain_z')\\\\nresult={\\\\\\\"has\\\\\\\":tz is not None}\\\\nif tz:\\\\n    result[\\\\\\\"pts\\\\\\\"]={f\\\\\\\"{x},{y}\\\\\\\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Mx2B9mMekFVCMFSmjf2jYF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"has\\\": true,\\n    \\\"pts\\\": {\\n      \\\"-8.2,-9.4\\\": 1.64,\\n      \\\"-8.2,-6.6\\\": 1.32,\\n      \\\"-8.2,-3.8\\\": 0.95,\\n      \\\"-5,-9.4\\\": 1.57,\\n      \\\"-5,-6.6\\\": 1.19,\\n      \\\"-5,-3.8\\\": 0.6,\\n      \\\"-1.8,-9.4\\\": 1.6,\\n      \\\"-1.8,-6.6\\\": 1.06,\\n      \\\"-1.8,-3.8\\\": 0.52\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ntz = bpy.app.driver_namespace['terrain_z']\\\\nresult={\\\\n \\\\\\\"dockline_x2\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\\\\n \\\\\\\"dockline_x1\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\\\\n \\\\\\\"porch\\\\\\\":{f\\\\\\\"y{y}\\\\\\\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\\\\n \\\\\\\"front_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\\\\n \\\\\\\"back_edge\\\\\\\":{f\\\\\\\"x{x}\\\\\\\":round(tz(x,-9.6),2) for x in [-7.8,-5,-2.2]},\\\\n}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01PV58WWW4shWfi1jvjmz1VN\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dockline_x2\\\": {\\n      \\\"y-3\\\": 0.63,\\n      \\\"y-2.5\\\": 0.49,\\n      \\\"y-2\\\": 0.32,\\n      \\\"y-1.5\\\": 0.09,\\n      \\\"y-1\\\": -0.2,\\n      \\\"y-0.5\\\": -0.43,\\n      \\\"y0\\\": -0.65,\\n      \\\"y1\\\": -1.04,\\n      \\\"y2\\\": -1.36,\\n      \\\"y3\\\": -1.61\\n    },\\n    \\\"dockline_x1\\\": {\\n      \\\"y-3\\\": 0.57,\\n      \\\"y-2\\\": 0.24,\\n      \\\"y-1.5\\\": 0.03,\\n      \\\"y-1\\\": -0.24,\\n      \\\"y0\\\": -0.69,\\n      \\\"y1\\\": -1.09,\\n      \\\"y2\\\": -1.43,\\n      \\\"y3\\\": -1.7\\n    },\\n    \\\"porch\\\": {\\n      \\\"y-3.6\\\": 0.54,\\n      \\\"y-3\\\": 0.37,\\n      \\\"y-2.4\\\": 0.23,\\n      \\\"y-1.8\\\": 0.09\\n    },\\n    \\\"front_edge\\\": {\\n      \\\"x-7.8\\\": 0.84,\\n      \\\"x-6\\\": 0.58,\\n      \\\"x-5\\\": 0.54,\\n      \\\"x-4\\\": 0.45,\\n      \\\"x-2.2\\\": 0.47\\n    },\\n    \\\"back_edge\\\": {\\n      \\\"x-7.8\\\": 1.66,\\n      \\\"x-5\\\": 1.6,\\n      \\\"x-2.2\\\": 1.65\\n    }\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R      # ~ 3.99\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        edge = (gx in (0,5)) or (gy in (0,5))\\\\n        if not edge: continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\n# rubble stones on the visible face\\\\nrandom.seed(21)\\\\nfor i in range(70):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front':\\\\n        x=random.uniform(X0,X1); y=Y1+0.02\\\\n    elif side=='left':\\\\n        x=X0-0.02; y=random.uniform(Y0,Y1)\\\\n    else:\\\\n        x=X1+0.02; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nfound = add_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\n# ---------- Floor slab ----------\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\n# gable logs (front & back)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\n# cutters\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True; ob.hide_viewport=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 0.9, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.42), (1.10, 0.9, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.42), (0.9, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.42), (0.9, 1.05, 1.05)),\\\\n]\\\\ncuts=[]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s); cuts.append(ob)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='FAST'\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DofZyqaFUSA6qQjTyFC8SS\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 93, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"FAST\\\\\\\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Cabin'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Cabin'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UtU3dAYeiRJ4DxsVQhBnbL\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\nX0,X1 = -7.8,-2.2\\\\nY0,Y1 = -9.3,-4.3\\\\nFLOOR = 1.70\\\\nR = 0.17\\\\nSP = 0.30\\\\nNC = 8\\\\nTOP = FLOOR + (NC-1)*SP + R\\\\nRIDGE_X = (X0+X1)/2.0\\\\nAPEX = TOP + 1.95\\\\ndn.update(dict(X0=X0,X1=X1,Y0=Y0,Y1=Y1,FLOOR=FLOOR,TOP=TOP,APEX=APEX,RIDGE_X=RIDGE_X))\\\\n\\\\n# ---------- Stone foundation ----------\\\\nbm = bmesh.new()\\\\nfor gx in range(6):\\\\n    for gy in range(6):\\\\n        x = X0 + (X1-X0)*(gx+0.5)/6\\\\n        y = Y0 + (Y1-Y0)*(gy+0.5)/6\\\\n        if not ((gx in (0,5)) or (gy in (0,5))): continue\\\\n        zt = FLOOR + 0.02\\\\n        zb = min(tz(x,y)-0.5, zt-0.3)\\\\n        box(bm,(x,y,(zt+zb)/2),((X1-X0)/6*1.12,(Y1-Y0)/6*1.12, zt-zb))\\\\nrandom.seed(21)\\\\nfor i in range(80):\\\\n    side = random.choice(['front','left','right'])\\\\n    if side=='front': x=random.uniform(X0,X1); y=Y1+0.03\\\\n    elif side=='left': x=X0-0.03; y=random.uniform(Y0,Y1)\\\\n    else: x=X1+0.03; y=random.uniform(Y0,Y1)\\\\n    zt=FLOOR+0.02\\\\n    zb=max(tz(x,y)-0.15, zt-1.9)\\\\n    if zt-zb < 0.25: continue\\\\n    z=random.uniform(zb+0.1, zt-0.08)\\\\n    s=random.uniform(0.22,0.48)\\\\n    rot=Matrix.Rotation(random.uniform(0,math.pi*2),3,'Z')\\\\n    box(bm,(x,y,z),(s,s*random.uniform(0.7,1.2),s*random.uniform(0.4,0.75)),rot)\\\\nadd_mesh('Foundation', bm, 'Cabin', 'Stone')\\\\n\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR-0.06),(X1-X0+0.1,Y1-Y0+0.1,0.14))\\\\nadd_mesh('FloorSlab', bm, 'Cabin', 'Wood_Dark')\\\\n\\\\n# ---------- Log walls ----------\\\\nbm=bmesh.new()\\\\nOV=0.28\\\\nfor i in range(NC):\\\\n    z = FLOOR + R + i*SP\\\\n    if i%2==0:\\\\n        cyl(bm,(X0-OV,Y0,z),(X1+OV,Y0,z),R,seg=14)\\\\n        cyl(bm,(X0-OV,Y1,z),(X1+OV,Y1,z),R,seg=14)\\\\n    else:\\\\n        cyl(bm,(X0,Y0-OV,z),(X0,Y1+OV,z),R,seg=14)\\\\n        cyl(bm,(X1,Y0-OV,z),(X1,Y1+OV,z),R,seg=14)\\\\nslope = (APEX-TOP)/(RIDGE_X-X0)\\\\nz = TOP + SP*0.6\\\\nwhile z < APEX-0.12:\\\\n    half = (APEX - z)/slope\\\\n    for yy in (Y0,Y1):\\\\n        cyl(bm,(RIDGE_X-half,yy,z),(RIDGE_X+half,yy,z),R*0.92,seg=12)\\\\n    z += SP*0.92\\\\nwalls = add_mesh('LogWalls', bm, 'Cabin', 'Wood_Wall', smooth=True)\\\\n\\\\ndef cutter(name, center, size):\\\\n    bm=bmesh.new(); box(bm,(0,0,0),size)\\\\n    me=bpy.data.meshes.new(name); bm.to_mesh(me); bm.free()\\\\n    ob=bpy.data.objects.new(name,me); scene.collection.objects.link(ob)\\\\n    ob.location=center\\\\n    ob.display_type='WIRE'; ob.hide_render=True\\\\n    link(ob,'Cabin')\\\\n    return ob\\\\n\\\\nopenings = [\\\\n    ('CutDoor',   (-5.15, Y1, FLOOR+1.10), (1.05, 1.2, 2.05)),\\\\n    ('CutWinF',   (-3.20, Y1, FLOOR+1.45), (1.10, 1.2, 1.15)),\\\\n    ('CutWinR',   (X1, -6.90, FLOOR+1.45), (1.2, 1.25, 1.15)),\\\\n    ('CutWinL',   (X0, -6.30, FLOOR+1.45), (1.2, 1.05, 1.05)),\\\\n]\\\\nfor nm,c,s in openings:\\\\n    ob=cutter(nm,c,s)\\\\n    mod=walls.modifiers.new(nm,'BOOLEAN'); mod.operation='DIFFERENCE'; mod.object=ob; mod.solver='EXACT'\\\\n    ob.hide_viewport=True\\\\n\\\\nresult={\\\\\\\"TOP\\\\\\\":TOP,\\\\\\\"APEX\\\\\\\":APEX,\\\\\\\"slope\\\\\\\":slope, \\\\\\\"walls_verts\\\\\\\":len(walls.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_011M2xnv9nmhR1MafmyuoynZ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"TOP\\\": 3.9699999999999998,\\n    \\\"APEX\\\": 5.92,\\n    \\\"slope\\\": 0.6964285714285715,\\n    \\\"walls_verts\\\": 736\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH = 0.55           # eave overhang horizontally past wall\\\\nGH = 0.45           # gable overhang in Y\\\\nTH = 0.16           # roof thickness\\\\n\\\\ndef roof_plane(bm, sgn):\\\\n    # slab from ridge to eave, sgn=-1 left, +1 right\\\\n    xr = RIDGE_X\\\\n    xe = (X1+OH) if sgn>0 else (X0-OH)\\\\n    ze = APEX - slope*abs(xe-xr)\\\\n    ya, yb = Y0-GH, Y1+GH\\\\n    n = Vector((slope*sgn, 0, 1)).normalized()   # not exactly but fine\\\\n    # up-normal of plane going down outward: direction perpendicular\\\\n    d = Vector((sgn, 0, -slope)).normalized()\\\\n    nz = Vector((-d.z, 0, d.x)) if sgn>0 else Vector((d.z,0,-d.x))\\\\n    nz = Vector((slope*sgn,0,1)).normalized()\\\\n    pts_top = [Vector((xr,ya,APEX)), Vector((xe,ya,ze)), Vector((xe,yb,ze)), Vector((xr,yb,APEX))]\\\\n    vt=[bm.verts.new(p+nz*TH) for p in pts_top]\\\\n    vb=[bm.verts.new(p) for p in pts_top]\\\\n    bm.faces.new(vt)\\\\n    bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4\\\\n        bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\n\\\\nbm=bmesh.new()\\\\nroof_plane(bm,1); roof_plane(bm,-1)\\\\nadd_mesh('Roof', bm, 'Cabin','Roof')\\\\n\\\\n# ridge cap\\\\nbm=bmesh.new()\\\\ncyl(bm,(RIDGE_X,Y0-GH-0.05,APEX+TH*0.9),(RIDGE_X,Y1+GH+0.05,APEX+TH*0.9),0.13,seg=10)\\\\nadd_mesh('RidgeCap', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# purlins / rafter ends visible under eaves\\\\nbm=bmesh.new()\\\\ny=Y0-0.05\\\\nwhile y<=Y1+0.05:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=X1 if sgn>0 else X0\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.06),(xe,y,ze-0.06),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# ---------- Porch (front, +Y side) ----------\\\\nPY0, PY1 = Y1, Y1+2.3\\\\nPX0, PX1 = X0-0.15, X1+0.15\\\\nDECK = FLOOR - 0.10\\\\nbm=bmesh.new()\\\\n# deck planks\\\\nx=PX0\\\\nwhile x < PX1-0.01:\\\\n    w=min(0.30, PX1-x)\\\\n    box(bm,(x+w/2,(PY0+PY1)/2,DECK-0.04),(w*0.92,PY1-PY0,0.09))\\\\n    x+=0.32\\\\n# beams\\\\nfor y in (PY0+0.15, PY1-0.1):\\\\n    box(bm,((PX0+PX1)/2,y,DECK-0.16),(PX1-PX0,0.16,0.18))\\\\nadd_mesh('PorchDeck', bm,'Cabin','Wood_Dark')\\\\n\\\\n# posts + rail + porch roof\\\\nbm=bmesh.new()\\\\nPOSTX=[PX0+0.22, RIDGE_X, PX1-0.22]\\\\nPROOF_Z = FLOOR+2.45\\\\nfor px in POSTX:\\\\n    zb = min(tz(px,PY1-0.2), DECK-0.4)\\\\n    cyl(bm,(px,PY1-0.22,zb),(px,PY1-0.22,PROOF_Z),0.1,seg=10)\\\\n# railings between posts\\\\nfor a,b_ in ((POSTX[0],POSTX[1]),(POSTX[1],POSTX[2])):\\\\n    for zz in (DECK+0.5, DECK+0.95):\\\\n        cyl(bm,(a,PY1-0.22,zz),(b_,PY1-0.22,zz),0.05,seg=8)\\\\n    n=int(abs(b_-a)/0.34)\\\\n    for i in range(1,n):\\\\n        px=a+(b_-a)*i/n\\\\n        cyl(bm,(px,PY1-0.22,DECK+0.05),(px,PY1-0.22,DECK+0.95),0.032,seg=6)\\\\n# porch roof slab (shed)\\\\nz_at_wall = FLOOR+2.95\\\\nvsT=[]\\\\np=[Vector((PX0,PY0,z_at_wall)),Vector((PX1,PY0,z_at_wall)),Vector((PX1,PY1+0.25,PROOF_Z)),Vector((PX0,PY1+0.25,PROOF_Z))]\\\\nadd_mesh('PorchFrame', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\nbm=bmesh.new()\\\\nnz=Vector((0,-(PROOF_Z-z_at_wall),(PY1+0.25-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.12) for q in p]\\\\nvb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoof', bm,'Cabin','Roof')\\\\n\\\\n# steps down from porch\\\\nbm=bmesh.new()\\\\nsx=-5.15\\\\nfor i in range(4):\\\\n    zs = DECK-0.10-i*0.20\\\\n    ys = PY1+0.05+i*0.34\\\\n    box(bm,(sx,ys,zs),(1.3,0.34,0.12))\\\\n    box(bm,(sx,ys,zs-0.16),(1.25,0.28,0.22))\\\\nadd_mesh('Steps', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"ok\\\\\\\":1,\\\\\\\"DECK\\\\\\\":DECK}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014gw4YRny21h1zwWzqi8H6n\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1,\\n    \\\"DECK\\\": 1.5999999999999999\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\\\\n\\\\n# ---------- Stone chimney on -X wall ----------\\\\nCX = X0-0.55\\\\nCY = -7.6\\\\nCTOP = APEX + 1.35\\\\nzbase = tz(CX,CY)-0.6\\\\nbm=bmesh.new()\\\\n# tapering core: wide at bottom\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed)\\\\n    z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        # ring of stones\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                onedge = i in (0,nx-1) or j in (0,ny-1)\\\\n                if not onedge: continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\n# base flare\\\\nstack_stones(zbase, FLOOR+0.9, 0.92, 1.05, CX, CY, 5)\\\\nstack_stones(FLOOR+0.9, CTOP, 0.62, 0.80, CX, CY, 9)\\\\n# solid inner core so no gaps\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.25,1.5,CTOP-zbase))\\\\n# cap\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.55,1.85,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.30),(0.95,1.2,0.28))\\\\nchim = add_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# ---------- Door ----------\\\\nbm=bmesh.new()\\\\nbox(bm,(-5.15,Y1-0.03,FLOOR+1.03),(0.95,0.09,1.95))\\\\nfor i in range(4):\\\\n    box(bm,(-5.15-0.36+i*0.24,Y1-0.09,FLOOR+1.03),(0.20,0.05,1.9))\\\\nfor zz in (FLOOR+0.35,FLOOR+1.72):\\\\n    box(bm,(-5.15,Y1-0.12,zz),(0.9,0.05,0.11))\\\\nadd_mesh('Door', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.78,Y1-0.10,FLOOR+1.05),(-4.78,Y1-0.22,FLOOR+1.05),0.035,seg=8)\\\\nadd_mesh('Handle', bm,'Cabin','Metal',smooth=True)\\\\n\\\\n# ---------- Windows ----------\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -6.90, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    # frame\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# interior box so glow reads as room (dark shell + emission plane already)\\\\nbm=bmesh.new()\\\\nbox(bm,((X0+X1)/2,(Y0+Y1)/2,FLOOR+1.3),(X1-X0-0.45,Y1-Y0-0.45,2.6))\\\\ninter = add_mesh('Interior', bm,'Cabin','Wood_Dark')\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP,\\\\\\\"chim_verts\\\\\\\":len(chim.data.vertices)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018f18i1hstqGGH2eaYJVNK3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.27,\\n    \\\"chim_verts\\\": 3016\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\\\\nDX = 2.1\\\\nDECK_Z = 0.42\\\\nY_START = -2.6\\\\nY_END = 5.2\\\\nbm=bmesh.new()   # planks\\\\ny=Y_START\\\\nwhile y < Y_END-0.01:\\\\n    w=min(0.30, Y_END-y)\\\\n    jitter = random.Random(int(y*97)).uniform(-0.012,0.012)\\\\n    box(bm,(DX, y+w/2, DECK_Z+jitter),(1.85, w*0.90, 0.085))\\\\n    y+=0.325\\\\nadd_mesh('DockPlanks', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # stringers\\\\nfor xo in (-0.78, 0.0, 0.78):\\\\n    box(bm,(DX+xo,(Y_START+Y_END)/2,DECK_Z-0.11),(0.14, Y_END-Y_START, 0.16))\\\\nadd_mesh('DockBeams', bm,'Dock','Wood_Dark')\\\\n\\\\nbm=bmesh.new()   # piles\\\\npiles=[]\\\\nyy=Y_START+0.35\\\\nwhile yy<=Y_END-0.2:\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo; py=yy\\\\n        zb=tz(px,py)-0.35\\\\n        cyl(bm,(px,py,zb),(px,py,DECK_Z-0.05),0.115,seg=10)\\\\n        piles.append((px,py))\\\\n    yy+=1.6\\\\nadd_mesh('DockPiles', bm,'Dock','Bark',smooth=True)\\\\n\\\\n# posts + rope rail on one side, and end posts\\\\nbm=bmesh.new()\\\\npostpts=[]\\\\nfor i,py in enumerate([Y_START+0.6, Y_START+3.0, Y_END-0.25]):\\\\n    for xo in (-0.80,0.80):\\\\n        px=DX+xo\\\\n        top=DECK_Z+0.95\\\\n        cyl(bm,(px,py,DECK_Z-0.1),(px,py,top),0.09,seg=10)\\\\n        postpts.append((px,py,top))\\\\nadd_mesh('DockPosts', bm,'Dock','Wood_Dark',smooth=True)\\\\n\\\\n# rope: catenary curves between posts along each side\\\\ndef rope(pts, sag=0.22, name='Rope'):\\\\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\\\\n    cu.bevel_depth=0.022; cu.bevel_resolution=3; cu.resolution_u=6\\\\n    for k in range(len(pts)-1):\\\\n        a=Vector(pts[k]); b=Vector(pts[k+1])\\\\n        sp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\n        for i,bp in enumerate(sp.bezier_points):\\\\n            t=i/4\\\\n            p=a.lerp(b,t)\\\\n            p.z -= sag*math.sin(math.pi*t)\\\\n            bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\n    ob=bpy.data.objects.new(name,cu); scene.collection.objects.link(ob); link(ob,'Dock')\\\\n    cu.materials.append(M['Bark'])\\\\n    return ob\\\\nleft=[p for p in postpts if p[0]<DX]; right=[p for p in postpts if p[0]>DX]\\\\nleft.sort(key=lambda p:p[1]); right.sort(key=lambda p:p[1])\\\\nrope([(p[0],p[1],p[2]-0.12) for p in left],0.20,'RopeL')\\\\nrope([(p[0],p[1],p[2]-0.12) for p in right],0.20,'RopeR')\\\\n\\\\n# ---------- Rowboat moored at dock ----------\\\\nbm=bmesh.new()\\\\nL=2.6; W=0.95; H=0.42\\\\nprof=[]\\\\nNS=14\\\\nhull_t=[];hull_b=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    yy=-L/2 + L*t\\\\n    k=math.sin(math.pi*t)**0.65\\\\n    hw=W/2*k\\\\n    hull_t.append((yy,hw))\\\\nverts_out=[];verts_in=[]\\\\nring_l=[];ring_r=[];keel=[]\\\\nfor (yy,hw) in hull_t:\\\\n    ring_l.append(bm.verts.new((-hw,yy,H)))\\\\n    ring_r.append(bm.verts.new((hw,yy,H)))\\\\n    keel.append(bm.verts.new((0.0,yy,0.0)))\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],keel[i],keel[i+1],ring_l[i+1]))\\\\n    bm.faces.new((ring_r[i+1],keel[i+1],keel[i],ring_r[i]))\\\\n# rim/deck strip and interior floor\\\\nfor i in range(NS):\\\\n    bm.faces.new((ring_l[i],ring_l[i+1],ring_r[i+1],ring_r[i]))\\\\nboat = add_mesh('Rowboat', bm,'Props','Wood_Dark',smooth=False)\\\\nboat.location=(DX+1.55, 1.4, -0.10)\\\\nboat.rotation_euler=(0,0,math.radians(-14))\\\\nsol=boat.modifiers.new('S','SOLIDIFY'); sol.thickness=0.05; sol.offset=0\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(DX+1.1,0.6,0.36),(DX+2.3,2.5,0.30),0.035,seg=8)\\\\nbox(bm,(DX+2.25,2.42,0.30),(0.13,0.42,0.02))\\\\nadd_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\n\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01TKPF6hMVMp7RpvTo6jJGEs\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    rnd=random.Random(seed)\\\\n    mat = Matrix.Diagonal(Vector(scale)).to_4x4()\\\\n    if rot: mat = rot.to_4x4() @ mat\\\\n    bmesh.ops.transform(tmp, matrix=mat, verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,0,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    tmp.to_mesh_dummy = None\\\\n    # merge into bm\\\\n    vmap={}\\\\n    for v in tmp.verts:\\\\n        vmap[v]=bm.verts.new(v.co)\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    # trunk with slight lean\\\\n    lean=Vector((rnd.uniform(-0.1,0.1),rnd.uniform(-0.1,0.1),0))\\\\n    cyl(bmT,(x,y,z0-0.2),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.038, seg=10, r1=h*0.010)\\\\n    # branch skirts\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.52,1,\\\\n                      (1.0,1.0,0.55),None,0.35,seed*31+i*7+b)\\\\n    # top spire\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),None,0.3,seed+555)\\\\n    t=add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.25))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.055,seg=10,r1=h*0.032)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.032,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),None,0.32,seed*17+i)\\\\n    t=add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    f=add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n    return t,f\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\n# ---- placement ----\\\\nrandom.seed(42)\\\\nconifer(-11.5,-6.0,7.2,1)\\\\nconifer(-13.0,-11.5,8.4,2)\\\\nconifer(-9.0,-14.0,6.4,3)\\\\nconifer(6.5,-9.5,7.6,4)\\\\nconifer(11.0,-3.0,8.8,5)\\\\nconifer(-14.5,0.5,7.8,6)\\\\nconifer(13.5,6.0,9.2,7)\\\\nconifer(-13.5,10.0,8.0,8)\\\\nconifer(4.0,17.5,8.6,9)\\\\nconifer(-6.0,18.5,7.4,10)\\\\nbroadleaf(-9.6,-2.2,5.6,11,warm=True)\\\\nbroadleaf(7.6,-4.4,5.0,12,warm=True)\\\\nbroadleaf(-11.0,4.5,5.4,13)\\\\nbroadleaf(9.5,13.0,6.0,14,warm=True)\\\\nbroadleaf(-3.0,-13.0,5.2,15)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01MhicxCz5CR2277KWQzrxf9\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 88, in <module>\\\\n  File \\\\\\\"<string>\\\\\\\", line 49, in conifer\\\\n  File \\\\\\\"<string>\\\\\\\", line 20, in icosphere\\\\nAttributeError: 'BMesh' object has no attribute 'to_mesh_dummy' and no __dict__ for setting new attributes\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor ob in list(bpy.data.collections['Trees'].objects):\\\\n    bpy.data.objects.remove(ob, do_unlink=True)\\\\nresult={\\\\\\\"n\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019t2uL1yihTvWYFiCFNBPCQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"n\\\": 0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\\\\n    tmp=bmesh.new()\\\\n    bmesh.ops.create_icosphere(tmp, subdivisions=subdiv, radius=r)\\\\n    bmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector(scale)).to_4x4(), verts=tmp.verts)\\\\n    for v in tmp.verts:\\\\n        if jitter:\\\\n            n = noise.noise(v.co*2.2 + Vector((seed*3.1,seed*1.7,0)))\\\\n            v.co += v.co.normalized()*n*jitter*r\\\\n        v.co += Vector(center)\\\\n    vmap={v:bm.verts.new(v.co) for v in tmp.verts}\\\\n    for f in tmp.faces:\\\\n        try: bm.faces.new([vmap[v] for v in f.verts])\\\\n        except ValueError: pass\\\\n    tmp.free()\\\\n\\\\ndef conifer(x,y,h,seed):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    lean=Vector((rnd.uniform(-0.09,0.09),rnd.uniform(-0.09,0.09),0))\\\\n    cyl(bmT,(x,y,z0-0.3),(x+lean.x*h,y+lean.y*h,z0+h*0.98), h*0.040, seg=10, r1=h*0.010)\\\\n    nlayer=int(h*2.1)\\\\n    for i in range(nlayer):\\\\n        t=i/(nlayer-1)\\\\n        zz=z0+h*(0.16+0.80*t)\\\\n        rad=h*0.30*(1.0-t*0.88)+0.10\\\\n        cx=x+lean.x*h*(0.16+0.8*t); cy=y+lean.y*h*(0.16+0.8*t)\\\\n        nb=max(4,int(9-6*t))\\\\n        for b in range(nb):\\\\n            a=2*math.pi*b/nb + i*0.7 + rnd.uniform(-0.2,0.2)\\\\n            rr=rad*rnd.uniform(0.7,1.05)\\\\n            px=cx+math.cos(a)*rr*0.62; py=cy+math.sin(a)*rr*0.62\\\\n            icosphere(bmF,(px,py,zz+rnd.uniform(-0.05,0.05)),rad*0.55,1,(1.0,1.0,0.55),0.35,seed*31+i*7+b)\\\\n    icosphere(bmF,(x+lean.x*h*0.95,y+lean.y*h*0.95,z0+h*0.95),h*0.075,1,(1,1,2.0),0.3,seed+555)\\\\n    add_mesh(f'ConTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'ConLeaf{seed}',bmF,'Trees','Foliage',smooth=True)\\\\n\\\\ndef broadleaf(x,y,h,seed,warm=False):\\\\n    rnd=random.Random(seed)\\\\n    z0=tz(x,y)\\\\n    bmT=bmesh.new(); bmF=bmesh.new()\\\\n    base=Vector((x,y,z0-0.3))\\\\n    trunkh=h*0.42\\\\n    top=Vector((x+rnd.uniform(-0.2,0.2),y+rnd.uniform(-0.2,0.2),z0+trunkh))\\\\n    cyl(bmT,base,top,h*0.058,seg=10,r1=h*0.034)\\\\n    tips=[]\\\\n    def branch(p0,d,length,rad,depth):\\\\n        p1=p0+d*length\\\\n        cyl(bmT,p0,p1,rad,seg=7,r1=rad*0.6)\\\\n        if depth==0:\\\\n            tips.append(p1); return\\\\n        for k in range(rnd.choice([2,2,3])):\\\\n            nd=(d + Vector((rnd.uniform(-0.8,0.8),rnd.uniform(-0.8,0.8),rnd.uniform(-0.05,0.45)))).normalized()\\\\n            branch(p1,nd,length*rnd.uniform(0.6,0.78),rad*0.62,depth-1)\\\\n    for k in range(3):\\\\n        a=2*math.pi*k/3+rnd.uniform(-0.4,0.4)\\\\n        d=Vector((math.cos(a)*0.55,math.sin(a)*0.55,0.95)).normalized()\\\\n        branch(top,d,h*0.30,h*0.034,2)\\\\n    for i,p in enumerate(tips):\\\\n        icosphere(bmF,p+Vector((0,0,h*0.05)),h*rnd.uniform(0.13,0.19),2,(1.15,1.15,0.85),0.32,seed*17+i)\\\\n    add_mesh(f'BroTrunk{seed}',bmT,'Trees','Bark',smooth=True)\\\\n    add_mesh(f'BroLeaf{seed}',bmF,'Trees','Foliage_Warm' if warm else 'Foliage',smooth=True)\\\\n\\\\ndn['conifer']=conifer; dn['broadleaf']=broadleaf; dn['icosphere']=icosphere\\\\n\\\\nrandom.seed(42)\\\\nfor a in [(-11.8,-6.0,7.2,1),(-13.2,-11.5,8.4,2),(-9.0,-14.0,6.4,3),(6.8,-9.5,7.6,4),\\\\n          (11.5,-3.0,8.8,5),(-14.5,0.5,7.8,6),(13.8,6.0,9.2,7),(-13.5,10.0,8.0,8),\\\\n          (4.0,17.5,8.6,9),(-6.0,18.5,7.4,10),(16.5,-9.0,8.2,16),(-17.5,-14.0,9.0,17),\\\\n          (17.0,15.5,8.8,18),(-16.0,18.0,8.2,19)]:\\\\n    conifer(*a)\\\\nfor a in [(-9.9,-2.4,5.6,11,True),(7.9,-4.6,5.0,12,True),(-11.5,4.8,5.4,13,False),\\\\n          (10.2,13.0,6.0,14,True),(-3.0,-13.2,5.2,15,False)]:\\\\n    broadleaf(*a)\\\\nresult={\\\\\\\"trees\\\\\\\":len(bpy.data.collections['Trees'].objects)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A1JtDg5DB5es2YpeXXuEzx\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"trees\\\": 38\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix, noise\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nico=dn['icosphere']\\\\n\\\\nPOND_C=Vector((0.0,7.0))\\\\ndef pond_radius(theta):\\\\n    return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\\\\n\\\\n# ---- Rocks around shore & scattered ----\\\\nrnd=random.Random(101)\\\\nbm=bmesh.new()\\\\nfor i in range(90):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)+rnd.uniform(-0.9,1.6)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if -9.5<x<-1.0 and -3.5<y<0.5: continue\\\\n    if 0.8<x<3.6 and -3.2<y<5.8: continue\\\\n    s=rnd.uniform(0.16,0.55)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.25),s,1,(1.25,1.0,0.62),0.42,i)\\\\nfor i in range(40):\\\\n    x=rnd.uniform(-18,18); y=rnd.uniform(-16,20)\\\\n    if (Vector((x,y))-POND_C).length < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.4: continue\\\\n    s=rnd.uniform(0.2,0.7)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.2),s,1,(1.2,1.0,0.6),0.4,i+500)\\\\nadd_mesh('Rocks', bm,'Rocks','Stone',smooth=True)\\\\n\\\\n# ---- Reeds in shallow water near shore ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(7)\\\\ncnt=0\\\\nfor i in range(900):\\\\n    th=rnd.uniform(-math.pi,math.pi)\\\\n    Rr=pond_radius(th)-rnd.uniform(0.1,1.5)\\\\n    x=POND_C.x+math.cos(th)*Rr; y=POND_C.y+math.sin(th)*Rr\\\\n    if 0.7<x<3.7 and -3.0<y<5.6: continue\\\\n    zb=tz(x,y)\\\\n    if zb>0.1 or zb<-0.75: continue\\\\n    h=rnd.uniform(0.5,1.1)\\\\n    tipx=x+rnd.uniform(-0.16,0.16); tipy=y+rnd.uniform(-0.16,0.16)\\\\n    cyl(bm,(x,y,zb),(tipx,tipy,zb+h),0.016,seg=4,r1=0.004)\\\\n    cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Grass tufts / bushes on land ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(202)\\\\nfor i in range(220):\\\\n    x=rnd.uniform(-19,19); y=rnd.uniform(-17,20)\\\\n    d=(Vector((x,y))-POND_C).length\\\\n    if d < pond_radius(math.atan2(y-POND_C.y,x-POND_C.x))+0.3: continue\\\\n    if -8.6<x<-1.4 and -10.2<y<-1.6: continue\\\\n    if 0.5<x<3.8 and -3.4<y<0.5: continue\\\\n    s=rnd.uniform(0.22,0.62)\\\\n    ico(bm,(x,y,tz(x,y)+s*0.35),s,1,(1.25,1.25,0.7),0.42,i+900)\\\\nadd_mesh('Bushes', bm,'Props','Foliage',smooth=True)\\\\n\\\\n# ---- Firewood pile beside cabin ----\\\\nbm=bmesh.new()\\\\nrnd=random.Random(33)\\\\nbx,by=-8.9,-8.0\\\\nzb=tz(bx,by)\\\\nfor row in range(4):\\\\n    for k in range(5):\\\\n        z=zb+0.13+row*0.24\\\\n        yv=by-0.55+k*0.28\\\\n        xo=rnd.uniform(-0.05,0.05)\\\\n        cyl(bm,(bx-0.5+xo,yv,z),(bx+0.5+xo,yv,z),0.11,seg=9)\\\\nadd_mesh('Firewood', bm,'Props','Bark',smooth=True)\\\\n# axe stump\\\\nbm=bmesh.new()\\\\ncyl(bm,(-7.4,-3.0,tz(-7.4,-3.0)-0.1),(-7.4,-3.0,tz(-7.4,-3.0)+0.55),0.30,seg=12)\\\\nadd_mesh('Stump', bm,'Props','Bark',smooth=True)\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016aqqe3vm5QwimfLm9ssFQY\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 826\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\n# ---------- World: warm dusk sky ----------\\\\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\\\\nw.use_nodes=True; nt=w.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\\\\nbg=nt.nodes.new('ShaderNodeBackground'); bg.location=(350,0)\\\\nsky=nt.nodes.new('ShaderNodeTexSky'); sky.location=(0,0)\\\\nsky.sky_type='NISHITA'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.35\\\\nsky.altitude=180\\\\nsky.air_density=1.5\\\\nsky.dust_density=3.2\\\\nsky.ozone_density=1.0\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nbg.inputs['Strength'].default_value=0.85\\\\nnt.links.new(bg.outputs[0], out.inputs[0])\\\\n\\\\n# ---------- Sun ----------\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.6; sd.angle=math.radians(2.2); sd.color=(1.0,0.72,0.44)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\n# direction matching sky: sun_rotation 205deg, elevation 7.5\\\\nel=math.radians(9.0); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\n# fill: cool sky bounce from opposite\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=180; fd.size=14; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,12); fill.rotation_euler=(math.radians(-140),0,0)\\\\n\\\\n# interior warm lamp\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=700; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\n# porch lantern\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=90; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\n# ---------- Camera ----------\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=4.5\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\nd=(target-Vector(cam.location))\\\\nimport mathutils\\\\ncam.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\n\\\\nscene.render.film_transparent=False\\\\nscene.cycles.max_bounces=8\\\\nscene.view_settings.look = 'AgX - Medium High Contrast' if hasattr(scene.view_settings,'look') else 'None'\\\\nresult={\\\\\\\"cam_rot\\\\\\\":[round(math.degrees(a),1) for a in cam.rotation_euler], \\\\\\\"vt\\\\\\\":scene.view_settings.view_transform, \\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:12]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01T555v2DBxK8gtbPZ39juzR\",\"content\":\"{\\n  \\\"status\\\": \\\"error\\\",\\n  \\\"message\\\": \\\"Traceback (most recent call last):\\\\n  File \\\\\\\"<repo>\\\\\\\\.runner\\\\\\\\blender-mcp-v1.0.0\\\\\\\\addon\\\\\\\\mcp_to_blender_server.py\\\\\\\", line 230, in _execute_code\\\\n    exec(code, namespace)\\\\n    ~~~~^^^^^^^^^^^^^^^^^\\\\n  File \\\\\\\"<string>\\\\\\\", line 14, in <module>\\\\nTypeError: bpy_struct: item.attr = val: enum \\\\\\\"NISHITA\\\\\\\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\\\\n\\\"\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nresult={\\\\\\\"props\\\\\\\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LN3TndMbHHsUrnX2afhC6y\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"props\\\": [\\n      \\\"location\\\",\\n      \\\"location_absolute\\\",\\n      \\\"width\\\",\\n      \\\"height\\\",\\n      \\\"name\\\",\\n      \\\"label\\\",\\n      \\\"parent\\\",\\n      \\\"warning_propagation\\\",\\n      \\\"use_custom_color\\\",\\n      \\\"color\\\",\\n      \\\"select\\\",\\n      \\\"show_options\\\",\\n      \\\"show_preview\\\",\\n      \\\"hide\\\",\\n      \\\"mute\\\",\\n      \\\"show_texture\\\",\\n      \\\"bl_idname\\\",\\n      \\\"bl_label\\\",\\n      \\\"bl_description\\\",\\n      \\\"bl_icon\\\",\\n      \\\"bl_width_default\\\",\\n      \\\"bl_width_min\\\",\\n      \\\"bl_width_max\\\",\\n      \\\"bl_height_default\\\",\\n      \\\"bl_height_min\\\",\\n      \\\"bl_height_max\\\",\\n      \\\"sky_type\\\",\\n      \\\"sun_disc\\\",\\n      \\\"sun_size\\\",\\n      \\\"sun_intensity\\\",\\n      \\\"sun_elevation\\\",\\n      \\\"sun_rotation\\\",\\n      \\\"altitude\\\",\\n      \\\"air_density\\\",\\n      \\\"aerosol_density\\\",\\n      \\\"ozone_density\\\",\\n      \\\"sun_direction\\\",\\n      \\\"turbidity\\\",\\n      \\\"ground_albedo\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene\\\\ndn=bpy.app.driver_namespace; link=dn['link']\\\\n\\\\nw=bpy.data.worlds['SkyWorld']; scene.world=w\\\\nnt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sky_type='MULTIPLE_SCATTERING'\\\\nsky.sun_elevation=math.radians(7.5)\\\\nsky.sun_rotation=math.radians(205)\\\\nsky.sun_intensity=0.3\\\\nsky.sun_disc=True\\\\nsky.altitude=180\\\\nsky.air_density=1.6\\\\nsky.aerosol_density=3.5\\\\nsky.ozone_density=1.0\\\\nbg.inputs['Strength'].default_value=0.9\\\\n\\\\nsd=bpy.data.lights.new('Sun','SUN')\\\\nsd.energy=3.4; sd.angle=math.radians(2.2); sd.color=(1.0,0.70,0.42)\\\\nsun=bpy.data.objects.new('Sun',sd); scene.collection.objects.link(sun); link(sun,'Lights')\\\\nel=math.radians(9.5); az=math.radians(205)\\\\nsun.rotation_euler=(math.radians(90)-el, 0, az)\\\\nsun.location=(0,0,20)\\\\n\\\\nfd=bpy.data.lights.new('Fill','AREA'); fd.energy=200; fd.size=16; fd.color=(0.45,0.62,0.95)\\\\nfill=bpy.data.objects.new('Fill',fd); scene.collection.objects.link(fill); link(fill,'Lights')\\\\nfill.location=(6,20,13); fill.rotation_euler=(math.radians(-135),0,0)\\\\n\\\\npd=bpy.data.lights.new('Hearth','POINT'); pd.energy=900; pd.color=(1.0,0.55,0.22); pd.shadow_soft_size=0.5\\\\np=bpy.data.objects.new('Hearth',pd); scene.collection.objects.link(p); link(p,'Lights')\\\\np.location=(-5.0,-6.8,2.9)\\\\n\\\\nld=bpy.data.lights.new('Lantern','POINT'); ld.energy=110; ld.color=(1.0,0.62,0.28); ld.shadow_soft_size=0.15\\\\nla=bpy.data.objects.new('Lantern',ld); scene.collection.objects.link(la); link(la,'Lights')\\\\nla.location=(-4.0,-2.35,3.1)\\\\n\\\\ncd=bpy.data.cameras.new('Cam'); cd.lens=42\\\\ncd.dof.use_dof=True; cd.dof.focus_distance=19.0; cd.dof.aperture_fstop=5.0\\\\ncam=bpy.data.objects.new('Camera',cd); scene.collection.objects.link(cam)\\\\ncam.location=(12.8,-15.5,6.4)\\\\ntarget=Vector((-2.4,0.5,2.2))\\\\ncam.rotation_euler=(target-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\nscene.camera=cam\\\\nscene.cycles.max_bounces=8\\\\nresult={\\\\\\\"looks\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['look'].enum_items][:14],\\\\n        \\\\\\\"vts\\\\\\\":[e.identifier for e in scene.view_settings.bl_rna.properties['view_transform'].enum_items]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FbmqyuwTffXpCz1CirtgUF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"looks\\\": [\\n      \\\"NONE\\\"\\n    ],\\n    \\\"vts\\\": [\\n      \\\"NONE\\\"\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nresult={\\\\\\\"vt\\\\\\\":vs.view_transform,\\\\\\\"look\\\\\\\":vs.look,\\\\\\\"exposure\\\\\\\":vs.exposure,\\\\\\\"gamma\\\\\\\":vs.gamma,\\\\n        \\\\\\\"display\\\\\\\":bpy.context.scene.display_settings.display_device}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BVKX3E7z9oAYPe4arWYXP7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"Standard\\\",\\n    \\\"look\\\": \\\"None\\\",\\n    \\\"exposure\\\": 0.0,\\n    \\\"gamma\\\": 1.0,\\n    \\\"display\\\": \\\"sRGB\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nvs=bpy.context.scene.view_settings\\\\nres={}\\\\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\\\\n    try:\\\\n        vs.view_transform=cand; res['vt']=cand; break\\\\n    except Exception as e:\\\\n        res[cand]=str(e)[:60]\\\\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\\\\n    try:\\\\n        vs.look=cand; res['look']=cand; break\\\\n    except Exception as e:\\\\n        res['L_'+cand]=str(e)[:60]\\\\nresult=res\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017wwvXkEcKAH9a6qdfafLD4\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"vt\\\": \\\"AgX\\\",\\n    \\\"look\\\": \\\"AgX - Medium High Contrast\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"Now let me render a test.\",\"tool_calls\":[{\"id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"arguments\":\"{\\\"output_path\\\": \\\"C:/tmp/bb_test1.png\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Ri9nwjXqTJy562e6nRhoBV\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"filepath\\\": \\\"<home>\\\\\\\\AppData\\\\\\\\Local\\\\\\\\Temp\\\\\\\\blender_a27740\\\\\\\\blender_mcp\\\\\\\\bb_test1.png\\\"\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.render.resolution_percentage=100\\\\ns.cycles.samples=32\\\\ns.cycles.use_denoising=True\\\\ns.render.image_settings.file_format='PNG'\\\\ns.render.filepath='C:/tmp/bb_prev.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"done\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017R8pmdJqoeXrgca8sK9URm\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"done\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"arguments\":\"{\\\"name\\\": \\\"Rendering\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Cm4Csgad3y4Hi2X7WvPLp8\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"status\\\": \\\"ok\\\",\\n    \\\"workspace\\\": \\\"Rendering\\\",\\n    \\\"message\\\": null,\\n    \\\"available_workspaces\\\": null\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01USNc6JF8bbm7ksXPAdahPK\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ca5599aa5519b739.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(15.0)\\\\nsky.sun_rotation=math.radians(200)\\\\nsky.sun_intensity=0.6\\\\nsky.aerosol_density=2.0\\\\nsky.air_density=1.2\\\\nbg.inputs['Strength'].default_value=1.6\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsun.data.energy=6.5\\\\nsun.data.color=(1.0,0.78,0.52)\\\\nel=math.radians(16.0); az=math.radians(200)\\\\nsun.rotation_euler=(math.radians(90)-el,0,az)\\\\nbpy.data.objects['Fill'].data.energy=400\\\\ns.view_settings.exposure=0.6\\\\ns.render.filepath='C:/tmp/bb_prev2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0191qz4TADBpa59RDBRuANJo\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01GcZVFZFgxBJ1XZe3TK54My\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/29b92258c420706a.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# remove old chimney, rebuild on east (+X) side\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\n\\\\nCX = X1+0.60\\\\nCY = -7.55\\\\nCTOP = APEX + 1.45\\\\nzbase = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack_stones(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.16,0.26)\\\\n        nx=max(2,int(hw*2/0.34)); ny=max(2,int(hd*2/0.34))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px = cx-hw + 2*hw*(i+0.5)/nx\\\\n                py = cy-hd + 2*hd*(j+0.5)/ny\\\\n                s = rnd.uniform(0.26,0.40)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.25,0.25),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.03,0.03),py+rnd.uniform(-0.03,0.03),z+h/2),\\\\n                    (s,s*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack_stones(zbase, FLOOR+1.0, 0.95, 1.10, CX, CY, 5)\\\\nstack_stones(FLOOR+1.0, CTOP, 0.62, 0.80, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zbase+CTOP)/2),(1.28,1.55,CTOP-zbase))\\\\nbox(bm,(CX,CY,CTOP+0.09),(1.62,1.90,0.18))\\\\nbox(bm,(CX,CY,CTOP+0.31),(1.0,1.25,0.30))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# move X1 window clear of chimney footprint: rebuild windows objects\\\\nfor nm in ('WindowGlass','WindowFrames'):\\\\n    bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\ncw=bpy.data.objects['CutWinR']; cw.location=(X1,-5.15,FLOOR+1.45)\\\\n\\\\nWINS = [\\\\n    ((-3.20, Y1-0.02, FLOOR+1.45),(1.02,0.08,1.07),'Y'),\\\\n    ((X1+0.02, -5.15, FLOOR+1.45),(0.08,1.17,1.07),'X'),\\\\n    ((X0-0.02, -6.30, FLOOR+1.45),(0.08,0.97,0.97),'X'),\\\\n]\\\\nbmg=bmesh.new(); bmf=bmesh.new()\\\\nfor c,s,ax in WINS:\\\\n    box(bmg,c,s)\\\\n    if ax=='Y':\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]+s[2]/2+0.06),(s[0]+0.26,0.16,0.12))\\\\n        box(bmf,(c[0],c[1]-0.02,c[2]-s[2]/2-0.06),(s[0]+0.30,0.22,0.12))\\\\n        box(bmf,(c[0]-s[0]/2-0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0]+s[0]/2+0.06,c[1]-0.02,c[2]),(0.12,0.16,s[2]+0.12))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(0.07,0.13,s[2]))\\\\n        box(bmf,(c[0],c[1]-0.04,c[2]),(s[0],0.13,0.07))\\\\n    else:\\\\n        sx = 0.02 if c[0]>X0 else -0.02\\\\n        box(bmf,(c[0]+sx,c[1],c[2]+s[2]/2+0.06),(0.16,s[1]+0.26,0.12))\\\\n        box(bmf,(c[0]+sx,c[1],c[2]-s[2]/2-0.06),(0.22,s[1]+0.30,0.12))\\\\n        box(bmf,(c[0]+sx,c[1]-s[1]/2-0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx,c[1]+s[1]/2+0.06,c[2]),(0.16,0.12,s[2]+0.12))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,0.07,s[2]))\\\\n        box(bmf,(c[0]+sx*2,c[1],c[2]),(0.13,s[1],0.07))\\\\nadd_mesh('WindowGlass', bmg,'Cabin','WindowGlow')\\\\nadd_mesh('WindowFrames', bmf,'Cabin','Wood_Dark')\\\\n\\\\n# move blocking tree\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    ob=bpy.data.objects[nm]; ob.location=(4.2,-2.6,0)\\\\nresult={\\\\\\\"CTOP\\\\\\\":CTOP}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NobQafrDACGoSBF7Ry13gr\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"CTOP\\\": 7.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\nfor nm in ('BroTrunk14','BroLeaf14'):\\\\n    bpy.data.objects[nm].location=(0,0,0)\\\\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\\\\nfor nm in ('ConTrunk4','ConLeaf4'):\\\\n    bpy.data.objects[nm].location=(4.5,-6.5,0)   # -> (11.3,-16.0)\\\\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\\\\nfor nm in ('BroTrunk12','BroLeaf12'):\\\\n    bpy.data.objects[nm].location=(2.6,3.0,0)    # -> (10.5,-1.6)\\\\ns=bpy.context.scene\\\\n# widen camera a bit, raise\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(14.5,-17.0,7.6)\\\\ncam.data.lens=38\\\\ntgt=Vector((-2.6,1.0,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012gY8gFbn16TYdXMmw84szv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 25.37\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017uE1G4H3JP3aoU7Hof1SnE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/ae2c3c7d27a3091f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n\\\\n# put trees back where they were (they were fine)\\\\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\\\\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(11.5,16.5,7.6)\\\\ncam.data.lens=40\\\\ntgt=Vector((-3.2,-3.4,2.6))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=6.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-19.0,24.0,9.5))\\\\nd=(Vector((0,0,0))-src).normalized()\\\\nsun.rotation_euler=d.to_track_quat('-Z','Y').to_euler()\\\\nsun.location=src\\\\nsun.data.energy=9.0\\\\nsun.data.color=(1.0,0.76,0.50)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_disc=False\\\\nsky.sun_elevation=math.radians(13.0)\\\\nsky.sun_rotation=math.radians(math.degrees(math.atan2(src.y,src.x)))\\\\nbg.inputs['Strength'].default_value=1.5\\\\ns.view_settings.exposure=0.4\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(10,-18,14)\\\\nfill.rotation_euler=(math.radians(140),0,0)\\\\nfill.data.energy=350\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev4.png'\\\\ns.render.resolution_x=900; s.render.resolution_y=900\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"dist\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_013aBhzyG3s2TbHPBHkjJaVM\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"dist\\\": 25.24\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NGAUdHypGkD1DbE5cd5u7Q\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/f92e7df6671cb131.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.6,7.6,5.2)\\\\ncam.data.lens=40\\\\ntgt=Vector((-4.6,-5.4,2.5))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=7.0\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((-26.0,15.0,9.0))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=8.0\\\\nsun.data.color=(1.0,0.74,0.46)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(12.0)\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.5\\\\nbg.inputs['Strength'].default_value=1.4\\\\ns.view_settings.exposure=0.3\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(14,10,13); fill.rotation_euler=(math.radians(35),0,math.radians(-30))\\\\nfill.data.energy=300\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev5.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"d\\\\\\\":round((tgt-Vector(cam.location)).length,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_019wPxGDwCGmpj4SPVq1BUHd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"d\\\": 18.72\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01EhPkNaB365S6ebo2pFj5cX\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/cd86815adace8ac9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nsun=bpy.data.objects['Sun']\\\\nsrc=Vector((22.0,16.0,7.5))\\\\nsun.location=src\\\\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\\\\nsun.data.energy=14.0\\\\nsun.data.color=(1.0,0.72,0.44)\\\\nsun.data.angle=math.radians(1.6)\\\\n\\\\nw=s.world; nt=w.node_tree\\\\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\\\\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\\\\nsky.sun_elevation=math.radians(math.degrees(math.atan2(src.z, math.hypot(src.x,src.y)))*math.pi/180*0+ math.atan2(src.z, math.hypot(src.x,src.y)))\\\\nsky.sun_elevation=math.atan2(src.z, math.hypot(src.x,src.y))\\\\nsky.sun_rotation=math.atan2(src.y,src.x)\\\\nsky.sun_intensity=0.4\\\\nsky.aerosol_density=2.5\\\\nbg.inputs['Strength'].default_value=2.2\\\\ns.view_settings.exposure=1.1\\\\n\\\\nfill=bpy.data.objects['Fill']\\\\nfill.location=(-16,-6,14); fill.rotation_euler=(math.radians(-30),math.radians(-20),0)\\\\nfill.data.energy=500\\\\nfill.data.color=(0.5,0.66,1.0)\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(9.8,9.4,6.0)\\\\ntgt=Vector((-4.4,-4.8,2.4))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ns.render.filepath='C:/tmp/bb_prev6.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"el\\\\\\\":round(math.degrees(sky.sun_elevation),1),\\\\\\\"az\\\\\\\":round(math.degrees(sky.sun_rotation),1)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_015EEjiCuhjgBeJv6s4kC2F5\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"el\\\": 15.4,\\n    \\\"az\\\": 36.0\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01FY7QzFYDVFbLkqt7X9WqJQ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/95fa2110a37e65fa.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nw=bpy.context.scene.world\\\\nnt=w.node_tree\\\\nresult={\\\\\\\"nodes\\\\\\\":[(n.name,n.type) for n in nt.nodes],\\\\n        \\\\\\\"links\\\\\\\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\\\\n        \\\\\\\"scene_world\\\\\\\":bpy.context.scene.world.name,\\\\n        \\\\\\\"film_transparent\\\\\\\":bpy.context.scene.render.film_transparent}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Qsqx8SihBX36DeSJuCFWtd\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"nodes\\\": [\\n      [\\n        \\\"World Output\\\",\\n        \\\"OUTPUT_WORLD\\\"\\n      ],\\n      [\\n        \\\"Background\\\",\\n        \\\"BACKGROUND\\\"\\n      ],\\n      [\\n        \\\"Sky Texture\\\",\\n        \\\"TEX_SKY\\\"\\n      ]\\n    ],\\n    \\\"links\\\": [],\\n    \\\"scene_world\\\": \\\"SkyWorld\\\",\\n    \\\"film_transparent\\\": false\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\\\\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\\\\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.2\\\\ns.render.filepath='C:/tmp/bb_prev7.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"links\\\\\\\":len(nt.links)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01RiJQAHDoT3fp2q2fVxAiam\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"links\\\": 2\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01VHJQa46c4TX76JZPQXjzW1\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/4f711f5b79c9e56c.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.resolution_x=1100; s.render.resolution_y=1100\\\\ns.cycles.samples=48\\\\nnt=s.world.node_tree\\\\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\\\\nsky.sun_elevation=math.radians(6.5)\\\\nsky.sun_rotation=math.radians(36)\\\\nsky.sun_intensity=0.15\\\\nsky.air_density=1.4\\\\nsky.aerosol_density=4.0\\\\nsky.ozone_density=1.2\\\\nbg.inputs['Strength'].default_value=1.0\\\\ns.view_settings.exposure=0.9\\\\n\\\\nsun=bpy.data.objects['Sun']\\\\nimport mathutils\\\\nel=math.radians(8.0); az=math.radians(36)\\\\nd=mathutils.Vector((math.cos(el)*math.cos(az), math.cos(el)*math.sin(az), math.sin(el)))\\\\nsun.rotation_euler=(-d).to_track_quat('-Z','Y').to_euler()\\\\nsun.data.energy=13.0\\\\nsun.data.color=(1.0,0.62,0.33)\\\\nsun.data.angle=math.radians(1.2)\\\\n\\\\nbpy.data.objects['Fill'].data.energy=250\\\\nbpy.data.objects['Hearth'].data.energy=1400\\\\nbpy.data.objects['Lantern'].data.energy=160\\\\n\\\\n# water deeper\\\\nwm=bpy.data.materials['Water']\\\\nb=[n for n in wm.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nb.inputs['Base Color'].default_value=(0.018,0.045,0.048,1)\\\\nb.inputs['Transmission Weight'].default_value=0.25\\\\nb.inputs['Roughness'].default_value=0.035\\\\n\\\\n# reeds shorter / thinner already; scale down object\\\\nrd=bpy.data.objects['Reeds']\\\\nrd.scale=(1,1,0.75)\\\\n\\\\ns.render.filepath='C:/tmp/bb_prev8.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01UE1gCqJkTVg7RWUY6R52f7\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01V2u4iK3qVMmYapc7bUcpyT\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/5f3af7629101ee6d.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nfor w in bpy.context.window_manager.windows:\\\\n    for a in w.screen.areas:\\\\n        if a.type=='IMAGE_EDITOR':\\\\n            for r in a.regions:\\\\n                if r.type=='WINDOW':\\\\n                    with bpy.context.temp_override(window=w, area=a, region=r):\\\\n                        bpy.ops.image.view_zoom_ratio(ratio=1.0)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XCZRZ6V5EbAH87ya9uQnUQ\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Lo66rHXj7vNyptfqA4ugxR\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/79d32e7135fd6f9f.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\\\\nch=bpy.data.objects['Chimney']\\\\nw=bpy.data.objects['LogWalls']\\\\ndef bb(o):\\\\n    import mathutils\\\\n    pts=[o.matrix_world@Vector(c) for c in o.bound_box]\\\\n    return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[i] for p in pts),2) for i in range(3)]\\\\nresult={\\\\\\\"chim\\\\\\\":bb(ch),\\\\\\\"walls\\\\\\\":bb(w),\\\\\\\"boat\\\\\\\":bb(bpy.data.objects['Rowboat']),\\\\\\\"roof\\\\\\\":bb(bpy.data.objects['Roof'])}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01KR7HZJNJJVGja3HstgHVfS\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"chim\\\": [\\n      [\\n        -2.62,\\n        -8.7,\\n        0.55\\n      ],\\n      [\\n        -0.58,\\n        -6.41,\\n        7.83\\n      ]\\n    ],\\n    \\\"walls\\\": [\\n      [\\n        -8.08,\\n        -9.58,\\n        1.7\\n      ],\\n      [\\n        -1.92,\\n        -4.02,\\n        5.69\\n      ]\\n    ],\\n    \\\"boat\\\": [\\n      [\\n        2.85,\\n        -0.0,\\n        -0.12\\n      ],\\n      [\\n        4.45,\\n        2.8,\\n        0.34\\n      ]\\n    ],\\n    \\\"roof\\\": [\\n      [\\n        -8.44,\\n        -9.75,\\n        3.59\\n      ],\\n      [\\n        -1.56,\\n        -3.85,\\n        6.05\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---- Replace roof with actual shingle geometry ----\\\\nfor nm in ('Roof','Rafters','PorchRoof'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX,RIDGE_X,TOP=dn['FLOOR'],dn['APEX'],dn['RIDGE_X'],dn['TOP']\\\\nslope=(APEX-TOP)/(RIDGE_X-X0)\\\\nOH=0.55; GH=0.45; TH=0.14\\\\n\\\\nbm=bmesh.new()\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    ze=APEX - slope*abs(xe-RIDGE_X)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    p=[Vector((RIDGE_X,Y0-GH,APEX)),Vector((xe,Y0-GH,ze)),Vector((xe,Y1+GH,ze)),Vector((RIDGE_X,Y1+GH,APEX))]\\\\n    vt=[bm.verts.new(q+nz*TH) for q in p]\\\\n    vb=[bm.verts.new(q) for q in p]\\\\n    bm.faces.new(vt); bm.faces.new(vb[::-1])\\\\n    for i in range(4):\\\\n        j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('RoofBase', bm,'Cabin','Wood_Dark')\\\\n\\\\n# shingle courses\\\\nbm=bmesh.new()\\\\nrnd=random.Random(4)\\\\nfor sgn in (1,-1):\\\\n    xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n    nz=Vector((slope*sgn,0,1)).normalized()\\\\n    along=Vector((sgn,0,-slope)).normalized()\\\\n    L=abs(xe-RIDGE_X)*math.sqrt(1+slope**2)\\\\n    step=0.30\\\\n    n=int(L/step)\\\\n    for i in range(n+1):\\\\n        d=min(L, i*step)\\\\n        base=Vector((RIDGE_X,0,APEX)) + along*d + nz*TH\\\\n        y=Y0-GH\\\\n        while y < Y1+GH-0.01:\\\\n            wy=min(0.34, Y1+GH-y)\\\\n            c=base + Vector((0,y+wy/2,0)) - along*0.0\\\\n            # slab tile leaning with roof\\\\n            rot=Matrix.Rotation(-math.atan(slope)*sgn if sgn>0 else math.atan(slope), 3, 'Y')\\\\n            box(bm,(c.x,c.y,c.z+0.02),(step*1.35, wy*0.93, 0.055), rot)\\\\n            y+=0.36\\\\nadd_mesh('Shingles', bm,'Cabin','Roof')\\\\n\\\\n# rafter tails\\\\nbm=bmesh.new()\\\\ny=Y0-0.02\\\\nwhile y<=Y1+0.02:\\\\n    for sgn in (1,-1):\\\\n        xe=(X1+OH) if sgn>0 else (X0-OH)\\\\n        xw=(X1+0.05) if sgn>0 else (X0-0.05)\\\\n        ze=APEX - slope*abs(xe-RIDGE_X)\\\\n        zw=APEX - slope*abs(xw-RIDGE_X)\\\\n        cyl(bm,(xw,y,zw-0.05),(xe,y,ze-0.05),0.055,seg=8)\\\\n    y+=0.62\\\\nadd_mesh('Rafters', bm,'Cabin','Wood_Dark',smooth=True)\\\\n\\\\n# porch roof (shed) with shingles\\\\nPY0,PY1=Y1, Y1+2.55\\\\nPX0,PX1=X0-0.15,X1+0.15\\\\nz_wall=FLOOR+2.95; z_out=FLOOR+2.45\\\\nbm=bmesh.new()\\\\np=[Vector((PX0,PY0,z_wall)),Vector((PX1,PY0,z_wall)),Vector((PX1,PY1,z_out)),Vector((PX0,PY1,z_out))]\\\\nnz=Vector((0,-(z_out-z_wall),(PY1-PY0))).normalized()\\\\nvt=[bm.verts.new(q+nz*0.10) for q in p]; vb=[bm.verts.new(q) for q in p]\\\\nbm.faces.new(vt); bm.faces.new(vb[::-1])\\\\nfor i in range(4):\\\\n    j=(i+1)%4; bm.faces.new((vb[i],vb[j],vt[j],vt[i]))\\\\nadd_mesh('PorchRoofBase', bm,'Cabin','Wood_Dark')\\\\nbm=bmesh.new()\\\\npslope=(z_wall-z_out)/(PY1-PY0)\\\\nrotP=Matrix.Rotation(math.atan(pslope),3,'X')\\\\nny=PY0\\\\nwhile ny<PY1-0.01:\\\\n    t=(ny-PY0)/(PY1-PY0)\\\\n    zz=z_wall+(z_out-z_wall)*t + 0.10\\\\n    x=PX0\\\\n    while x<PX1-0.01:\\\\n        wx=min(0.34,PX1-x)\\\\n        box(bm,(x+wx/2,ny+0.15,zz+0.02),(wx*0.93,0.42,0.055),rotP)\\\\n        x+=0.36\\\\n    ny+=0.30\\\\nadd_mesh('PorchShingles', bm,'Cabin','Roof')\\\\n\\\\n# ---- Roof material: darker weathered shingle ----\\\\nrm=M['Roof']; nt=rm.node_tree\\\\nbr=[n for n in nt.nodes if n.type=='TEX_BRICK'][0]\\\\nb=[n for n in nt.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nbr.inputs['Color1'].default_value=(0.055,0.040,0.032,1)\\\\nbr.inputs['Color2'].default_value=(0.105,0.075,0.058,1)\\\\nbr.inputs['Mortar'].default_value=(0.030,0.024,0.020,1)\\\\nbr.inputs['Scale'].default_value=22.0\\\\nb.inputs['Roughness'].default_value=0.85\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01XG2zheJcgnbLqJEHbnW4Gk\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev9.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JM2B9pmMEcCD7KtCw65fvU\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_017dXhP8n4Sv4nq8wAxiyHsG\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/3c9ac12639dd0775.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace\\\\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\\\\n\\\\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall ----\\\\nbpy.data.objects.remove(bpy.data.objects['Chimney'], do_unlink=True)\\\\nCX = X1+0.42\\\\nCY = -7.6\\\\nCTOP = APEX + 0.85\\\\nzb0 = tz(CX,CY)-0.7\\\\nbm=bmesh.new()\\\\ndef stack(zb, zt, hw, hd, cx, cy, seed):\\\\n    rnd=random.Random(seed); z=zb\\\\n    while z < zt:\\\\n        h=rnd.uniform(0.15,0.24)\\\\n        nx=max(2,int(hw*2/0.30)); ny=max(2,int(hd*2/0.30))\\\\n        for i in range(nx):\\\\n            for j in range(ny):\\\\n                if not (i in (0,nx-1) or j in (0,ny-1)): continue\\\\n                px=cx-hw+2*hw*(i+0.5)/nx; py=cy-hd+2*hd*(j+0.5)/ny\\\\n                sc=rnd.uniform(0.22,0.34)\\\\n                rot=Matrix.Rotation(rnd.uniform(-0.28,0.28),3,'Z')\\\\n                box(bm,(px+rnd.uniform(-0.025,0.025),py+rnd.uniform(-0.025,0.025),z+h/2),\\\\n                    (sc,sc*rnd.uniform(0.8,1.15),h*rnd.uniform(0.85,1.0)),rot)\\\\n        z+=h\\\\nstack(zb0, FLOOR+1.15, 0.70, 0.95, CX, CY, 5)\\\\nstack(FLOOR+1.15, CTOP, 0.46, 0.62, CX, CY, 9)\\\\nbox(bm,(CX,CY,(zb0+CTOP)/2),(0.95,1.30,CTOP-zb0))\\\\nbox(bm,(CX,CY,CTOP+0.08),(1.20,1.55,0.16))\\\\nbox(bm,(CX,CY,CTOP+0.26),(0.72,1.0,0.24))\\\\nadd_mesh('Chimney', bm,'Cabin','Stone')\\\\n\\\\n# darker, warmer stone\\\\nsm=M['Stone']; nts=sm.node_tree\\\\nr3=[n for n in nts.nodes if n.type=='VALTORGB'][0]\\\\nr3.color_ramp.elements[0].color=(0.055,0.052,0.048,1)\\\\nr3.color_ramp.elements[1].color=(0.24,0.225,0.205,1)\\\\n\\\\n# ---- Trim reeds: keep only in a few clumps ----\\\\nob=bpy.data.objects['Reeds']\\\\nbpy.data.objects.remove(ob, do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(7); cnt=0\\\\nclumps=[(-2.3,0.4),(-5.0,2.2),(4.6,-1.2),(6.6,2.0),(-7.2,7.5),(7.4,11.0),(-1.0,14.6),(2.0,-1.6)]\\\\nfor cx,cy in clumps:\\\\n    for i in range(90):\\\\n        x=cx+rnd.gauss(0,0.75); y=cy+rnd.gauss(0,0.75)\\\\n        if 1.0<x<3.5 and -3.0<y<5.6: continue\\\\n        z=tz(x,y)\\\\n        if z>0.06 or z<-0.55: continue\\\\n        h=rnd.uniform(0.45,0.95)\\\\n        cyl(bm,(x,y,z),(x+rnd.uniform(-0.14,0.14),y+rnd.uniform(-0.14,0.14),z+h),0.014,seg=4,r1=0.004)\\\\n        cnt+=1\\\\nadd_mesh('Reeds', bm,'Props','Reed',smooth=True)\\\\n\\\\n# ---- Lily pads for pond interest ----\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(60):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.8)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.6: continue\\\\n    s=rnd.uniform(0.16,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\nresult={\\\\\\\"reeds\\\\\\\":cnt}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018i6GKHWJr8niX3FYvGTTT3\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"reeds\\\": 158\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math, bmesh\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\\\\n\\\\n# ---- Chimney smoke (volumetric plume) ----\\\\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\\\\nnt=mv.node_tree\\\\nfor n in list(nt.nodes): nt.nodes.remove(n)\\\\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\\\\nvol=nt.nodes.new('ShaderNodeVolumeScatter'); vol.location=(350,0)\\\\nvol.inputs['Color'].default_value=(0.85,0.82,0.80,1)\\\\nvol.inputs['Anisotropy'].default_value=0.25\\\\nnt.links.new(vol.outputs[0], out.inputs['Volume'])\\\\ntc=nt.nodes.new('ShaderNodeTexCoord'); tc.location=(-1100,0)\\\\nmpv=nt.nodes.new('ShaderNodeMapping'); mpv.location=(-900,0)\\\\nmpv.inputs['Scale'].default_value=(1.6,1.6,0.45)\\\\nnt.links.new(tc.outputs['Object'], mpv.inputs['Vector'])\\\\nnn=nt.nodes.new('ShaderNodeTexNoise'); nn.location=(-700,0)\\\\nnn.inputs['Scale'].default_value=2.2; nn.inputs['Detail'].default_value=8.0\\\\nnn.inputs['Roughness'].default_value=0.62\\\\nnt.links.new(mpv.outputs[0], nn.inputs['Vector'])\\\\n# fade with height and radius\\\\nsep=nt.nodes.new('ShaderNodeSeparateXYZ'); sep.location=(-700,-300)\\\\nnt.links.new(tc.outputs['Object'], sep.inputs[0])\\\\nmr=nt.nodes.new('ShaderNodeMapRange'); mr.location=(-500,-300)\\\\nmr.inputs['From Min'].default_value=-1.0; mr.inputs['From Max'].default_value=1.0\\\\nmr.inputs['To Min'].default_value=1.0; mr.inputs['To Max'].default_value=0.0\\\\nnt.links.new(sep.outputs['Z'], mr.inputs['Value'])\\\\nramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.location=(-450,0)\\\\nramp.color_ramp.elements[0].position=0.42\\\\nramp.color_ramp.elements[1].position=0.72\\\\nnt.links.new(nn.outputs['Fac'], ramp.inputs['Fac'])\\\\nmul=nt.nodes.new('ShaderNodeMath'); mul.operation='MULTIPLY'; mul.location=(-200,0)\\\\nnt.links.new(ramp.outputs['Color'], mul.inputs[0])\\\\nnt.links.new(mr.outputs['Result'], mul.inputs[1])\\\\nmul2=nt.nodes.new('ShaderNodeMath'); mul2.operation='MULTIPLY'; mul2.inputs[1].default_value=2.2\\\\nmul2.location=(50,0)\\\\nnt.links.new(mul.outputs[0], mul2.inputs[0])\\\\nnt.links.new(mul2.outputs[0], vol.inputs['Density'])\\\\n\\\\nbm=bmesh.new()\\\\nbmesh.ops.create_cube(bm, size=2.0)\\\\nsm=add_mesh('Smoke', bm,'Props','Smoke')\\\\nch=bpy.data.objects['Chimney']\\\\ntop=max((ch.matrix_world@Vector(c)).z for c in ch.bound_box)\\\\nsm.location=(-2.0, -7.6, top+1.7)\\\\nsm.scale=(1.15,1.15,2.2)\\\\nsm.rotation_euler=(0, math.radians(12), 0)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev10.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"top\\\\\\\":round(top,2)}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01LMgaBBqLLAniawvs7hrKaD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"top\\\": 7.15\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016hxnRwVNRPwLigF7KqoT9i\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/27fdd66432822ca9.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# ---------- Rebuild rowboat properly ----------\\\\nfor nm in ('Rowboat','Oar'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=2.9; W=1.02; H=0.46; T=0.055\\\\nbm=bmesh.new()\\\\nNS=16\\\\ndef hw(t):  # half width profile\\\\n    return W/2*(math.sin(math.pi*t)**0.55)\\\\nouter_top=[];outer_bot=[];inner_top=[];inner_bot=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS; y=-L/2+L*t\\\\n    w=hw(t); wi=max(0.004, w-T)\\\\n    outer_top.append((y,w)); inner_top.append((y,wi))\\\\n# build hull as lofted U cross-sections\\\\ndef section(y, w, z0, z1, nz=5):\\\\n    pts=[]\\\\n    for k in range(nz+1):\\\\n        a = math.pi*k/nz   # from -x side over bottom to +x side\\\\n        # U shape: x = w*cos, z interpolate\\\\n        pass\\\\n    return pts\\\\n\\\\n# Simpler robust hull: half-ellipsoid shell via icosphere squashed, then cut top\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\n# taper ends\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\n# delete top half\\\\nkill=[v for v in tmp.verts if v.co.z > 0.001]\\\\nbmesh.ops.delete(tmp, geom=kill, context='VERTS')\\\\ntmp.to_mesh(bpy.data.meshes.new('t'))\\\\nme=bpy.data.meshes.new('RowboatMesh')\\\\ntmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me)\\\\nscene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nfor p in me.polygons: p.use_smooth=True\\\\nboat.location=(3.55, 1.5, 0.30)\\\\nboat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# gunwale rim + seats + oars\\\\nbm=bmesh.new()\\\\nrng=[]\\\\nn=40\\\\nfor k in range(n):\\\\n    a=2*math.pi*k/n\\\\n    ty=math.cos(a)\\\\n    y=(L/2)*ty\\\\n    t=(y+L/2)/L\\\\n    w=hw(t)*(1.0-0.0)\\\\n    x=w*(1 if math.sin(a)>0 else -1)*abs(math.sin(a))**0.5\\\\n    rng.append(Vector((x,y,0.0)))\\\\nfor k in range(n):\\\\n    a=rng[k]; b=rng[(k+1)%n]\\\\n    cyl(bm,a,b,0.035,seg=6)\\\\nfor sy in (-0.55,0.45):\\\\n    t=(sy+L/2)/L\\\\n    box(bm,(0,sy,-0.10),(2*hw(t)*0.95,0.20,0.05))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.15,-0.2,0.06),(0.95,1.35,-0.02),0.032,seg=8)\\\\nbox(bm,(0.93,1.32,-0.02),(0.10,0.34,0.02))\\\\noar=add_mesh('Oar', bm,'Props','Wood_Dark',smooth=True)\\\\noar.location=boat.location; oar.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope from boat bow to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.020; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.2,0.0,0.36)); b=Vector((2.9,-2.0,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.30*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_014ZeMjaFbR9ku1x5nQRVn2F\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\\\\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\\\\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\\\\n\\\\n# ---- Porch bench + lantern ----\\\\nbm=bmesh.new()\\\\nbx=-3.0\\\\nbox(bm,(bx,-3.35,DECK+0.45),(1.5,0.42,0.07))\\\\nfor xo in (-0.6,0.6):\\\\n    for yo in (-0.16,0.16):\\\\n        box(bm,(bx+xo,-3.35+yo,DECK+0.22),(0.08,0.08,0.45))\\\\nbox(bm,(bx,-3.55,DECK+0.72),(1.5,0.07,0.30))\\\\nadd_mesh('Bench', bm,'Props','Wood_Dark')\\\\n\\\\n# lantern hanging from porch beam\\\\nbm=bmesh.new()\\\\ncyl(bm,(-4.0,-2.5,3.30),(-4.0,-2.5,3.05),0.012,seg=6)\\\\nbox(bm,(-4.0,-2.5,2.86),(0.20,0.20,0.34))\\\\nlant=add_mesh('Lantern_Body', bm,'Props','Metal',smooth=False)\\\\nbm=bmesh.new()\\\\nbox(bm,(-4.0,-2.5,2.86),(0.145,0.145,0.26))\\\\nadd_mesh('Lantern_Glow', bm,'Props','WindowGlow')\\\\nbpy.data.objects['Lantern'].location=(-4.0,-2.5,2.86)\\\\nbpy.data.objects['Lantern'].data.energy=60\\\\n\\\\n# ---- Distant ridge silhouette (large arcs of hills) ----\\\\nbm=bmesh.new(); rnd=random.Random(88)\\\\nfrom mathutils import noise\\\\nNR=140\\\\nringA=[]; ringB=[]\\\\nfor i in range(NR):\\\\n    a=2*math.pi*i/NR\\\\n    R=34.0 + 3.0*math.sin(a*3+0.4)\\\\n    h=6.0 + 4.5*abs(math.sin(a*2.2+1.1)) + 2.5*noise.noise(Vector((math.cos(a)*3, math.sin(a)*3, 0)))\\\\n    ringA.append(bm.verts.new((math.cos(a)*R, math.sin(a)*R, -2.0)))\\\\n    ringB.append(bm.verts.new((math.cos(a)*(R+9), math.sin(a)*(R+9), h)))\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringA[i],ringA[j],ringB[j],ringB[i]))\\\\n# cap outward\\\\nringC=[bm.verts.new((v.co.x*1.25, v.co.y*1.25, -3.0)) for v in ringB]\\\\nfor i in range(NR):\\\\n    j=(i+1)%NR\\\\n    bm.faces.new((ringB[i],ringB[j],ringC[j],ringC[i]))\\\\nhills=add_mesh('Hills', bm,'Terrain','Foliage',smooth=True)\\\\n\\\\n# distant hill material: hazy blue-green\\\\nmh=M['Foliage'].copy(); mh.name='HillFar'\\\\nb=[n for n in mh.node_tree.nodes if n.type=='BSDF_PRINCIPLED'][0]\\\\nr=[n for n in mh.node_tree.nodes if n.type=='VALTORGB'][0]\\\\nr.color_ramp.elements[0].color=(0.055,0.075,0.075,1)\\\\nr.color_ramp.elements[1].color=(0.14,0.17,0.16,1)\\\\nhills.data.materials.clear(); hills.data.materials.append(mh)\\\\n\\\\n# ---- warmer walls ----\\\\nww=M['Wood_Wall']; ntw=ww.node_tree\\\\nrw=[n for n in ntw.nodes if n.type=='VALTORGB'][0]\\\\nrw.color_ramp.elements[0].color=(0.20,0.085,0.030,1)\\\\nrw.color_ramp.elements[1].color=(0.46,0.235,0.095,1)\\\\n\\\\nscene.render.filepath='C:/tmp/bb_prev11.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BGvH4mmRRPBMXc3E3EwThF\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_012RavBpJqR4U6Vsc2a3wjpb\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/39a9d9d525266074.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\n# hull\\\\nL=2.9; W=1.05; H=0.48\\\\ntmp=bmesh.new()\\\\nbmesh.ops.create_icosphere(tmp, subdivisions=3, radius=1.0)\\\\nbmesh.ops.transform(tmp, matrix=Matrix.Diagonal(Vector((W/2, L/2, H))).to_4x4(), verts=tmp.verts)\\\\nfor v in tmp.verts:\\\\n    ty=abs(v.co.y)/(L/2)\\\\n    v.co.x *= (1.0 - 0.55*ty**2)\\\\nbmesh.ops.delete(tmp, geom=[v for v in tmp.verts if v.co.z > 0.001], context='VERTS')\\\\nme=bpy.data.meshes.new('RowboatMesh'); tmp.to_mesh(me); tmp.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.055; sol.offset=1.0\\\\nboat.location=(3.55,1.5,0.30); boat.rotation_euler=(0,0,math.radians(-16))\\\\n\\\\n# thwarts (seats) as separate object parented to boat\\\\nbm=bmesh.new()\\\\nfor sy,fw in ((-0.55,0.80),(0.45,0.85)):\\\\n    box(bm,(0,sy,-0.10),(fw,0.18,0.045))\\\\nbox(bm,(0,0,-0.42),(0.10,L*0.85,0.05))   # keel plank\\\\nseats=add_mesh('BoatSeats', bm,'Props','Wood_Dark')\\\\nseats.location=boat.location; seats.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars laid across\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.45,-0.45,-0.05),(0.50,1.15,-0.05),0.028,seg=8)\\\\nbox(bm,(0.52,1.18,-0.05),(0.09,0.30,0.018))\\\\ncyl(bm,(0.45,-0.50,-0.05),(-0.42,1.10,-0.05),0.028,seg=8)\\\\nbox(bm,(-0.44,1.13,-0.05),(0.09,0.30,0.018))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.25,0.05,0.38)); b=Vector((2.9,-2.0,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.28*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01As8Ze3YpNJHzcwgXTY9kto\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\ns=bpy.context.scene\\\\ns.render.filepath='C:/tmp/bb_prev12.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01NzVkv4U6H2EkzQzTu2z3u9\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BjaWt71QRHdKN7WrBX71rw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/dd46604a55cc6152.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\\\\ncam.location=(6.0,6.5,2.2)\\\\ntgt=Vector((3.4,1.4,0.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=60\\\\ncam.data.dof.use_dof=False\\\\ns.render.resolution_x=700; s.render.resolution_y=700\\\\ns.cycles.samples=24\\\\ns.render.filepath='C:/tmp/bb_boat.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nbpy.app.driver_namespace['camold']=old\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018YvpcBx2PXzgJYrwW7mF7i\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01A6qdLvpud4UVZBm3sxw3re\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/0c60a10661a4c22d.png\"}}]},{\"role\":\"assistant\",\"content\":\"The boat reads badly. Let me build it properly with explicit lofted cross-sections.\",\"tool_calls\":[{\"id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math\\\\nfrom mathutils import Vector, Matrix\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\\\\n\\\\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\\\\n    if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\\\\n\\\\nL=3.1; W=1.10; H=0.50\\\\nNS=22; NC=9   # sections, points per cross-section\\\\n\\\\ndef prof(t):\\\\n    # t 0..1 along length; returns half-beam and sheer height factor\\\\n    e = math.sin(math.pi*t)\\\\n    beam = (W/2)*(e**0.5)\\\\n    return beam\\\\n\\\\nbm=bmesh.new()\\\\nrings=[]\\\\nfor i in range(NS+1):\\\\n    t=i/NS\\\\n    y=-L/2+L*t\\\\n    beam=max(0.02, prof(t))\\\\n    depth=H*(0.35+0.65*math.sin(math.pi*t)**0.6)\\\\n    sheer = 0.10*(1-math.sin(math.pi*t))   # bow/stern rise\\\\n    ring=[]\\\\n    for k in range(NC):\\\\n        a = -math.pi/2 + math.pi*k/(NC-1)   # -90 (port top) .. +90 (stb top)\\\\n        x = beam*math.sin(a)\\\\n        z = sheer - depth*math.cos(a)**1.4\\\\n        ring.append(bm.verts.new((x,y,z)))\\\\n    rings.append(ring)\\\\nfor i in range(NS):\\\\n    for k in range(NC-1):\\\\n        bm.faces.new((rings[i][k],rings[i][k+1],rings[i+1][k+1],rings[i+1][k]))\\\\n# close bow/stern\\\\nfor r in (rings[0], rings[-1]):\\\\n    try: bm.faces.new(r)\\\\n    except ValueError: pass\\\\nme=bpy.data.meshes.new('RowboatMesh'); bm.normal_update(); bm.to_mesh(me); bm.free()\\\\nboat=bpy.data.objects.new('Rowboat', me); scene.collection.objects.link(boat); link(boat,'Props')\\\\nme.materials.append(M['Wood_Dark'])\\\\nfor p in me.polygons: p.use_smooth=True\\\\nsol=boat.modifiers.new('Sol','SOLIDIFY'); sol.thickness=0.05; sol.offset=1.0\\\\nboat.location=(3.55,1.4,0.14); boat.rotation_euler=(0,0,math.radians(-18))\\\\n\\\\n# gunwale rail\\\\nbm=bmesh.new()\\\\nfor side in (-1,1):\\\\n    pts=[]\\\\n    for i in range(NS+1):\\\\n        t=i/NS; y=-L/2+L*t\\\\n        beam=max(0.02,prof(t)); sheer=0.10*(1-math.sin(math.pi*t))\\\\n        pts.append(Vector((side*beam, y, sheer)))\\\\n    for i in range(len(pts)-1):\\\\n        cyl(bm,pts[i],pts[i+1],0.032,seg=6)\\\\n# seats\\\\nfor sy in (-0.65,0.05,0.75):\\\\n    t=(sy+L/2)/L; b=prof(t)\\\\n    box(bm,(0,sy,-0.14),(2*b*0.98,0.19,0.045))\\\\nrim=add_mesh('BoatRim', bm,'Props','Wood_Dark',smooth=True)\\\\nrim.location=boat.location; rim.rotation_euler=boat.rotation_euler\\\\n\\\\n# oars\\\\nbm=bmesh.new()\\\\ncyl(bm,(-0.42,-0.55,-0.08),(0.46,1.25,-0.02),0.028,seg=8)\\\\nbox(bm,(0.48,1.28,-0.02),(0.085,0.30,0.016))\\\\ncyl(bm,(0.42,-0.60,-0.08),(-0.40,1.20,-0.02),0.028,seg=8)\\\\nbox(bm,(-0.42,1.23,-0.02),(0.085,0.30,0.016))\\\\noars=add_mesh('Oars', bm,'Props','Wood_Dark',smooth=True)\\\\noars.location=boat.location; oars.rotation_euler=boat.rotation_euler\\\\n\\\\n# mooring rope to dock post\\\\ncu=bpy.data.curves.new('Mooring','CURVE'); cu.dimensions='3D'\\\\ncu.bevel_depth=0.018; cu.bevel_resolution=3\\\\nsp=cu.splines.new('BEZIER'); sp.bezier_points.add(4)\\\\na=Vector((3.1,-0.1,0.28)); b=Vector((2.85,-1.95,0.32))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.26*math.sin(math.pi*t)\\\\n    bp.co=p; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\\\\nro=bpy.data.objects.new('Mooring',cu); scene.collection.objects.link(ro); link(ro,'Props')\\\\ncu.materials.append(M['Bark'])\\\\n\\\\nscene.render.filepath='C:/tmp/bb_boat2.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_018hFow1ECPEM8ZZ2hdzpv2A\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01BrqEVhnddDHE5FGxWngzCE\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/b36c708434a372a6.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(6.6,1.4,1.0)\\\\ntgt=Vector((3.55,1.4,0.15))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=70\\\\ns.render.filepath='C:/tmp/bb_boat3.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nb=bpy.data.objects['Rowboat']\\\\npts=[b.matrix_world@Vector(c) for c in b.bound_box]\\\\nresult={\\\\\\\"bb\\\\\\\":[[round(min(p[i] for p in pts),2),round(max(p[i] for p in pts),2)] for i in range(3)]}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_0126VEeu5e7qeycXrW7zkLHD\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"bb\\\": [\\n      [\\n        2.54,\\n        4.55\\n      ],\\n      [\\n        -0.26,\\n        3.04\\n      ],\\n      [\\n        -0.36,\\n        0.25\\n      ]\\n    ]\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01DeUefvwCHgNd1Uqc5QLXdh\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01DeUefvwCHgNd1Uqc5QLXdh\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/1e55ffc3d7ac4cee.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Wi9VJd8e92i6rWAovEjbsv\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, math\\\\nfrom mathutils import Vector\\\\ns=bpy.context.scene\\\\nfor nm in ('Rowboat','BoatRim','Oars'):\\\\n    o=bpy.data.objects[nm]\\\\n    o.location=(4.35,2.9,0.10)\\\\n    o.rotation_euler=(0,0,math.radians(-8))\\\\n# rope reattach\\\\ncu=bpy.data.objects['Mooring'].data\\\\nsp=cu.splines[0]\\\\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\\\\nfor i,bp in enumerate(sp.bezier_points):\\\\n    t=i/4; p=a.lerp(b,t); p.z-=0.24*math.sin(math.pi*t); bp.co=p\\\\n\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(8.2,5.6,2.6)\\\\ntgt=Vector((3.6,1.2,0.2))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=45\\\\ns.render.filepath='C:/tmp/bb_boat4.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Wi9VJd8e92i6rWAovEjbsv\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_016cr9nWdCuRF9jNup6CBTXw\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_016cr9nWdCuRF9jNup6CBTXw\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/70950b59080fcc50.png\"}}]},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01Uw5x4hvvQoFFudp4noqUC1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy, bmesh, math, random\\\\nfrom mathutils import Vector\\\\nscene=bpy.context.scene; M=bpy.data.materials\\\\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\\\\n\\\\n# rebuild lily pads avoiding boat & dock\\\\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\\\\nPOND=Vector((0.0,7.0))\\\\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*math.cos(5*t-1.1)+0.6*math.sin(2*t+2.0)\\\\nbm=bmesh.new(); rnd=random.Random(19)\\\\nfor i in range(70):\\\\n    th=rnd.uniform(-math.pi,math.pi); rr=pr(th)*rnd.uniform(0.15,0.82)\\\\n    x=POND.x+math.cos(th)*rr; y=POND.y+math.sin(th)*rr\\\\n    if 0.8<x<3.6 and -3.0<y<5.8: continue      # dock\\\\n    if 3.0<x<5.8 and 1.0<y<4.8: continue        # boat\\\\n    s=rnd.uniform(0.15,0.30)\\\\n    ring=[]\\\\n    n=10\\\\n    for k in range(n):\\\\n        a=2*math.pi*k/n\\\\n        ring.append(bm.verts.new((x+math.cos(a)*s, y+math.sin(a)*s, 0.012)))\\\\n    bm.faces.new(ring)\\\\nadd_mesh('LilyPads', bm,'Props','Foliage')\\\\n\\\\n# hero camera\\\\ncam=bpy.data.objects['Camera']\\\\ncam.location=(10.2,10.0,6.2)\\\\ntgt=Vector((-4.2,-4.4,2.3))\\\\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\\\\ncam.data.lens=40\\\\ncam.data.dof.use_dof=True\\\\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\\\\ncam.data.dof.aperture_fstop=9.0\\\\nscene.render.resolution_x=1100; scene.render.resolution_y=1100\\\\nscene.cycles.samples=48\\\\nscene.render.filepath='C:/tmp/bb_prev13.png'\\\\nbpy.ops.render.render(write_still=True)\\\\nresult={\\\\\\\"ok\\\\\\\":1}\\\\n\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01Uw5x4hvvQoFFudp4noqUC1\",\"content\":\"{\\n  \\\"status\\\": \\\"ok\\\",\\n  \\\"result\\\": {\\n    \\\"ok\\\": 1\\n  }\\n}\"},{\"role\":\"assistant\",\"content\":\"\",\"tool_calls\":[{\"id\":\"toolu_01JfKk4vynZzH22nHHfpMRXZ\",\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"arguments\":\"{\\\"area_ui_type\\\": \\\"IMAGE_EDITOR\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"toolu_01JfKk4vynZzH22nHHfpMRXZ\",\"content\":\"\"},{\"role\":\"user\",\"content\":[{\"type\":\"image_url\",\"image_url\":{\"url\":\"bb-image:screenshots/c56f810bc2c0c23a.png\"},\"cache_control\":{\"type\":\"ephemeral\"}}]}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n        Execute Python code in the connected Blender instance.\\n\\n        The code runs in Blender's Python environment with full access to ``bpy``.\\n        To return data, assign a JSON-serialisable dict to a variable named ``result``.\\n        Deferred completion via ``check_is_finished`` is only supported by the\\n        interactive addon server, and is rejected in background mode.\\n        \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code_for_cli\",\"description\":\"\\n        Execute Python code in a background Blender process.\\n\\n        Opens *blend_file* with ``blender --background`` and runs *code*.\\n        Assign a dict to ``result`` to return data.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"},\"code\":{\"title\":\"Code\",\"type\":\"string\"}},\"required\":[\"blend_file\",\"code\"],\"title\":\"execute_blender_code_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks\",\"description\":\"\\n        Return a summary of the blend file: data-block counts, active workspace, and render engine.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_datablocksArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_datablocks_for_cli\",\"description\":\"\\n        Return a data-block summary by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_datablocks_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files\",\"description\":\"\\n        Report external file references that are missing from disk\\n        (images, libraries, fonts, sounds, movie clips, caches, sequences).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_missing_filesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_missing_files_for_cli\",\"description\":\"\\n        Report missing file references by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_missing_files_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries\",\"description\":\"\\n        Return a tree of directly and indirectly linked library files.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_of_linked_librariesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_of_linked_libraries_for_cli\",\"description\":\"\\n        Return linked-library info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_of_linked_libraries_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info\",\"description\":\"\\n        Simple/fast access to the blend file's path, save status, age, and backups.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_path_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_path_info_for_cli\",\"description\":\"\\n        Return path info by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_path_info_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess\",\"description\":\"\\n        Guess the primary use-cases of the current blend file (scored 0-100 with certainty).\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_blendfile_summary_usage_guessArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_blendfile_summary_usage_guess_for_cli\",\"description\":\"\\n        Guess use-cases by opening *blend_file* in background Blender.\\n        \",\"parameters\":{\"properties\":{\"blend_file\":{\"title\":\"Blend File\",\"type\":\"string\"}},\"required\":[\"blend_file\"],\"title\":\"get_blendfile_summary_usage_guess_for_cliArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_detail_summary\",\"description\":\"\\n        Return a structured summary of the object identified by *name*.\\n\\n        Includes type, transforms, parent, children, modifiers, constraints,\\n        materials, visibility, data-block name, and collections.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"get_object_detail_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_objects_summary\",\"description\":\"\\n        Return the scene's collection hierarchy and their objects.\\n\\n        Each collection lists its objects (name, type, parent, data name,\\n        selection, visibility) and nested child collections.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_objects_summaryArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_python_api_docs\",\"description\":\"\\n        Return the Blender Python API docs for *identifier*, or list\\n        modules matching a trailing-``*`` discovery pattern.\\n\\n        *identifier* should be a fully-qualified Python name (e.g.\\n        ``bpy.app`` or ``bpy.types.Scene.frame_current``).\\n        The trailing-``*`` forms are supported as discovery entry-points:\\n\\n        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,\\n          ``mathutils``, ``gpu``, ...).\\n        - ``X.*`` enumerates the direct-child identifiers under the\\n          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).\\n\\n        Both return a ``namespace`` response even when ``X.rst`` would\\n        otherwise resolve to ``exact``; the ``.*`` form lets an agent\\n        force the child listing.\\n\\n        The response always carries ``kind``, ``found``, and ``identifier``.\\n        The remaining keys depend on ``kind``:\\n\\n        - ``\\\"exact\\\"`` (``found=True``): ``<identifier>.rst`` was read.\\n          Extra keys: ``content`` (RST text), ``examples``. When the\\n          file exceeds 32 KB, ``content`` is replaced with a dot-point\\n          summary of the file's top-level definitions (prefixed by a\\n          header noting the truncation) and ``examples`` is empty -\\n          re-query individual members for their rendered blocks.\\n        - ``\\\"namespace\\\"`` (``found=True``):\\n          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.\\n          Extra key: ``submodules`` (list of child identifiers).\\n        - ``\\\"definition\\\"`` (``found=True``):\\n          *identifier* is defined inside a parent RST\\n          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).\\n          Extra keys: ``content`` (rendered block), ``examples``.\\n        - ``\\\"partial\\\"`` (``found=False``):\\n          the parent RST was located but the trailing component isn't defined in it.\\n          Extra keys:\\n          - ``parent`` the identifier whose RST was loaded.\\n          - ``available`` top-level definitions in that RST.\\n          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,\\n            filtered to those whose last component contains every character of the missing tail.\\n\\n          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``\\n          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.\\n        - ``\\\"suggestions\\\"`` (``found=False``):\\n          no direct match, but *identifier* appears as a component of other files.\\n          Extra key: ``suggestions`` (list of full identifiers).\\n        - ``\\\"missing\\\"`` (``found=False``): nothing matched.\\n\\n        ``examples`` (present on the ``exact`` and ``definition`` kinds)\\n        is a list of ``{path, content}`` entries referenced from this documentation.\\n        \",\"parameters\":{\"properties\":{\"identifier\":{\"title\":\"Identifier\",\"type\":\"string\"}},\"required\":[\"identifier\"],\"title\":\"get_python_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_area_as_image\",\"description\":\"\\n        Take a screenshot of a single Blender area and return it as a PNG image.\\n\\n        *area_ui_type* matches the area's ``ui_type``.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"area_ui_type\":{\"enum\":[\"VIEW_3D\",\"IMAGE_EDITOR\",\"UV\",\"ShaderNodeTree\",\"CompositorNodeTree\",\"GeometryNodeTree\",\"TextureNodeTree\",\"SEQUENCE_EDITOR\",\"CLIP_EDITOR\",\"DOPESHEET_EDITOR\",\"GRAPH_EDITOR\",\"NLA_EDITOR\",\"TEXT_EDITOR\",\"CONSOLE\",\"INFO\",\"TOPBAR\",\"STATUSBAR\",\"OUTLINER\",\"PROPERTIES\",\"FILE_BROWSER\",\"SPREADSHEET\",\"PREFERENCES\"],\"title\":\"Area Ui Type\",\"type\":\"string\"},\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"required\":[\"area_ui_type\"],\"title\":\"get_screenshot_of_area_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_image\",\"description\":\"\\n        Take a screenshot of the entire Blender window and return it as a PNG image.\\n\\n        *size_limit_in_bytes* caps the image size in bytes.\\n        Zero (the default) uses the MCP message size limit.\\n        \",\"parameters\":{\"properties\":{\"size_limit_in_bytes\":{\"default\":0,\"title\":\"Size Limit In Bytes\",\"type\":\"integer\"}},\"title\":\"get_screenshot_of_window_as_imageArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_screenshot_of_window_as_json\",\"description\":\"\\n        Return a JSON description of the Blender window layout, areas, active object, and selection.\\n        \",\"parameters\":{\"properties\":{},\"title\":\"get_screenshot_of_window_as_jsonArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_name\",\"description\":\"\\n        Switch the active workspace tab to *name*.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"jump_to_tab_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_tab_by_space_type\",\"description\":\"\\n        Switch to a workspace whose main area matches *space_type*.\\n\\n        If *allow_edits* is True and no matching workspace exists, a new one\\n        is created by duplicating the current workspace.\\n        \",\"parameters\":{\"properties\":{\"space_type\":{\"title\":\"Space Type\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"space_type\"],\"title\":\"jump_to_tab_by_space_typeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_by_name\",\"description\":\"\\n        Move the 3D viewport to focus on an object by *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"jump_to_view3d_object_data_by_name\",\"description\":\"\\n        Move the 3D viewport to the object whose data block matches *name*.\\n\\n        If *allow_edits* is True the object may be un-hidden and its\\n        collections enabled to make it visible.\\n        \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"allow_edits\":{\"default\":false,\"title\":\"Allow Edits\",\"type\":\"boolean\"}},\"required\":[\"name\"],\"title\":\"jump_to_view3d_object_data_by_nameArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_thumbnail_to_path\",\"description\":\"\\n        Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_thumbnail_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"render_viewport_to_path\",\"description\":\"\\n        Render the current scene to *output_path* using current render settings.\\n        \",\"parameters\":{\"properties\":{\"output_path\":{\"title\":\"Output Path\",\"type\":\"string\"}},\"required\":[\"output_path\"],\"title\":\"render_viewport_to_pathArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_api_docs\",\"description\":\"\\nFull-text search over the bundled Blender Python API reference.\\n\\nReturns a ranked list of hits. Each hit has:\\n\\n- ``path``: file path relative to the bundled docs.\\n- ``text``: the matching paragraph plus ``context``\\n  paragraphs on either side.\\n- ``breadcrumb``: the section path containing the hit\\n  (``Section > Sub-section > ...``).\\n- ``index``: the hit's position in the result list.\\n- ``score``: a relevance score; higher is better.\\n\\nThe query is tokenised on whitespace and matched\\ncase-insensitively. Every token must appear somewhere in\\nthe paragraph body, the file path, or an enclosing section\\ntitle - in any order. Common English stop-words (``the``,\\n``a``, ``how``, ``to``, ...) are dropped, so natural\\nphrasings like ``\\\"how to bake\\\"`` work as expected. Regular\\nexpressions are not supported.\\n\\nUse ``context`` to pull more surrounding paragraphs into\\neach hit (symmetric, default 0). Use ``index`` with the\\nposition of a previous hit (same query) to get that hit\\nalone with its text widened to its enclosing section.\\n\\nRead-only; consults bundled RST files only.\\n\",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"max_results\":{\"default\":20,\"title\":\"Max Results\",\"type\":\"integer\"},\"context\":{\"default\":0,\"title\":\"Context\",\"type\":\"integer\"},\"index\":{\"anyOf\":[{\"type\":\"integer\"},{\"type\":\"null\"}],\"default\":null,\"title\":\"Index\"}},\"required\":[\"query\"],\"title\":\"search_api_docsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_manual_docs\",\"description\":\"\\nFull-text search over the bundled Blender user manual.\\n\\nReturns a ranked list of hits. 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{"ts": "2026-07-26T01:39:56.248490+00:00", "type": "tool_call", "id": "toolu_01Jo6o8arTybH119Mr2CXVLd", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene; M=bpy.data.materials\nfor nm in ('Rowboat','BoatRim','Oars'):\n    o=bpy.data.objects[nm]; o.location=(0.05,3.4,0.10); o.rotation_euler=(0,0,math.radians(24))\ncu=bpy.data.objects['Mooring'].data; sp=cu.splines[0]\na=Vector((0.75,2.2,0.24)); b=Vector((1.35,1.05,0.34))\nfor i,bp in enumerate(sp.bezier_points):\n    t=i/4; p=a.lerp(b,t); p.z-=0.20*math.sin(math.pi*t); bp.co=p\n\nnt=s.world.node_tree; bg=nt.nodes['Background']; sky=nt.nodes['Sky Texture']\nbg.inputs['Strength'].default_value=0.55\nsky.aerosol_density=3.0\nsun=bpy.data.objects['Sun']; sun.data.energy=18.0; sun.data.color=(1.0,0.58,0.29)\nbpy.data.objects['Fill'].data.energy=180\ns.view_settings.exposure=0.55\n\n# darker richer ground greens\ng=M['Ground']; ntg=g.node_tree\nr=[n for n in ntg.nodes if n.type=='VALTORGB'][0]\nr.color_ramp.elements[0].color=(0.035,0.055,0.018,1)\nr.color_ramp.elements[1].color=(0.135,0.165,0.048,1)\nmx=[n for n in ntg.nodes if n.type=='MIX_RGB'][0]\nmx.inputs['Color1'].default_value=(0.15,0.115,0.072,1)\n\nf=M['Foliage']; rf=[n for n in f.node_tree.nodes if n.type=='VALTORGB'][0]\nrf.color_ramp.elements[0].color=(0.022,0.048,0.016,1)\nrf.color_ramp.elements[1].color=(0.10,0.175,0.042,1)\nfw=M['Foliage_Warm']; rw=[n for n in fw.node_tree.nodes if n.type=='VALTORGB'][0]\nrw.color_ramp.elements[0].color=(0.16,0.055,0.012,1)\nrw.color_ramp.elements[1].color=(0.48,0.20,0.030,1)\n\ns.render.filepath='C:/tmp/bb_prev14.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"}, "raw_arguments": "{\"code\": \"\\nimport bpy, math\\nfrom mathutils import Vector\\ns=bpy.context.scene; M=bpy.data.materials\\nfor nm in ('Rowboat','BoatRim','Oars'):\\n    o=bpy.data.objects[nm]; o.location=(0.05,3.4,0.10); o.rotation_euler=(0,0,math.radians(24))\\ncu=bpy.data.objects['Mooring'].data; sp=cu.splines[0]\\na=Vector((0.75,2.2,0.24)); b=Vector((1.35,1.05,0.34))\\nfor i,bp in enumerate(sp.bezier_points):\\n    t=i/4; p=a.lerp(b,t); p.z-=0.20*math.sin(math.pi*t); bp.co=p\\n\\nnt=s.world.node_tree; bg=nt.nodes['Background']; sky=nt.nodes['Sky Texture']\\nbg.inputs['Strength'].default_value=0.55\\nsky.aerosol_density=3.0\\nsun=bpy.data.objects['Sun']; sun.data.energy=18.0; sun.data.color=(1.0,0.58,0.29)\\nbpy.data.objects['Fill'].data.energy=180\\ns.view_settings.exposure=0.55\\n\\n# darker richer ground greens\\ng=M['Ground']; ntg=g.node_tree\\nr=[n for n in ntg.nodes if n.type=='VALTORGB'][0]\\nr.color_ramp.elements[0].color=(0.035,0.055,0.018,1)\\nr.color_ramp.elements[1].color=(0.135,0.165,0.048,1)\\nmx=[n for n in ntg.nodes if n.type=='MIX_RGB'][0]\\nmx.inputs['Color1'].default_value=(0.15,0.115,0.072,1)\\n\\nf=M['Foliage']; rf=[n for n in f.node_tree.nodes if n.type=='VALTORGB'][0]\\nrf.color_ramp.elements[0].color=(0.022,0.048,0.016,1)\\nrf.color_ramp.elements[1].color=(0.10,0.175,0.042,1)\\nfw=M['Foliage_Warm']; rw=[n for n in fw.node_tree.nodes if n.type=='VALTORGB'][0]\\nrw.color_ramp.elements[0].color=(0.16,0.055,0.012,1)\\nrw.color_ramp.elements[1].color=(0.48,0.20,0.030,1)\\n\\ns.render.filepath='C:/tmp/bb_prev14.png'\\nbpy.ops.render.render(write_still=True)\\nresult={\\\"ok\\\":1}\\n\"}"}
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